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Be an Angel fix my ngle. Stop rotating the long way round to a given angle?
by StormyStudio ·Change attribute: ...self.angle..... to .....'vector to angle(game.touch x with offset - self.position X, game.touch Y with offset - selp.position Y). -
Speed up spawning based on score
by fehnman ·Just for reference, I didn't use a "self spawnSpeed" attribute, but rather went with "game spawnSpeed", as I'm updating this via different actors. -
Speed up spawning based on score
by old_kipper ·Given the possibility that I am correct I think you will have to put a boolean self attribute in that a rule checks to see if it is true to spawn, a rule with a timer to close the boolean to false, th -
new game salad?
by liamo ·I reckon GS is revolutionary, forget about 'Application.WriteLine' 'Public Class class' 'int n = '52' and 'string someString = "coding..."' you can say 'Display text' 'Attribute Inte -
Rotation Problem
by old_kipper ·By putting the interpolated into a self attribute real number so when it's fired it runs the progression into the attribute, you can the constrain the rotation to that number and break away from it if -
Rotation Problem
by MightyBoosh ·change attribute. self rotation to 0 but because the interpolate is still in action this doesn't work.... so any ideas -
rotation to Angle of another actor retaining his position
by zamorays ·((Now in the top part of the canon you want to rotate first constrain attribute self position x to canonbase x and constrain attribute self position y to canonbaseY)) -
Any way to tweak sounds?
by JohnPapiomitis ·In each play sound behavior you'll see a pitch setting. You can link that to a attribute. So what you would do is make your real attribute called sound1Pitch and for the pitch in the play sound behavi -
rotation to Angle of another actor retaining his position
by JohnPapiomitis ·First off you want to create 4 real attributes. Call them canonbaseX and canonbaseY , enemyX and enemyY(or whatever you want) -
how do i keep my actors line up always
by guilleface ·i have actors moving back an forth,create a self attribute on the actor, -
When everything is gone, then spawn next level button
by Braydon_SFX ·When i go to the next level, i update the attribute, it will work, but then lvl 1 wont work (Image) -
When everything is gone, then spawn next level button
by JohnPapiomitis ·you'll need a separate attribute for each level. Or when you switch the level you can change the attribute you have to the updated destroy amount for the next level. Whatever is easier for you -
Maths help
by MetzoPaino ·Finally, with a slight modification to what you have, constrain the ball's x to: `game.bucketleft + self.offset` -
save files
by Asymptoteell ·If you're saying a way to have multiple people play on their own files, what you need to do is use different Keys when you do save attribute for the various save file, e.g. save attribute self.levelsc -
INTERPOLATE SUCCESS: Constant speed, stop when you want, and collide with stuff
by StormyStudio ·I made the touch x offset save to an attribute called game.destination.X and game.destination.Y -
Maths help
by Eastbound ·Finally, with a slight modification to what you have, constrain the ball's x to: `game.bucketleft + self.offset` -
Need help with save/load attribute
by JohnPapiomitis ·Have a rule when attribute score is > highscore -
INTERPOLATE SUCCESS: Constant speed, stop when you want, and collide with stuff
by StormyStudio ·another project fine, but I'd accidentally used constrain when I needed change attribute and it was causing all sorts of crazyness). -
Need help with save/load attribute
by BrynjeBamsen ·Ive made an adhoc build to test my save/load attribute - But it fails to load my saved highscore -
Help with Star System
by JohnPapiomitis ·have a extra attirbute for each level called highStarCount or whatever you want. Then change that attribute to starsCollected before you change starsCollected to 0 on your level reset