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  1. enemy reaction..

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · June 2011
    If the player loses the roll, the game.turn attribute is changed to 1.
  2. enemy reaction..

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · June 2011
    It's one attribute. The two (or more) actors monitor it.
  3. enemy reaction..

    starcat
    by starcat · June 2011
    ok so im going to be doing something like.. main attribute boolean. turn..
  4. enemy reaction..

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · June 2011
    When the player makes their turn, then the attribute is changed.
  5. Control 'DisplayText' Alpha

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · June 2011
    If you really want to use it, then duplicate the display text 10 times. While the actor is fading, constrain self.alpha (a custom index attribute) to the actor's self.color.alpha*10. Then... create 10
  6. Actor walks on line path

    gambet
    by gambet · June 2011
    Start with a self.attribute: self.path (integer type)
  7. Mouseclick x/y reporting bug?

    8x8n8
    by 8x8n8 · June 2011
    I try to stay away from any "constrain" behavior in any of my games because they eat up so much CPU.
  8. Tap to make a object move

    JohnPapiomitis
    by JohnPapiomitis · June 2011
    First make a new game attribute. Make it a real type attribute, and name it touchmove (or name it whatever you want, the name doesn't matter).
  9. Tap to make a object move

    RedlerTech
    by RedlerTech · June 2011
    Use the same attribute game.tapcount
  10. Tap to make a object move

    RedlerTech
    by RedlerTech · June 2011
    Create an integer attribute at 0, call it Tap Count
  11. Jump 'n' Run game with GameSalad?

    jb15
    by jb15 · June 2011
    Change global attribute (make up one--say "is jumping") to 0.
  12. Major Gamesalad Bug!

    tenrdrmer
    by tenrdrmer · June 2011
    I'm gonna take a stab in the dark here with my guess. I bet in the rules you copied there was reference to a scene attribute or an attibute of another instance in the scene that is only accessible whe
  13. Problem: eats the entire watermelon.

    TJMNUT
    by TJMNUT · June 2011
    I have an integer watermelon hitpoint. When overlaps or collides with ant change attribute game.watermelon hitpoint, to game.watermelon hitpoint+1. When attribute game.watermelon hitpoint=1 change ima
  14. How to make an actor blink?

    cbt
    by cbt · June 2011
    -Change Attribute: self.color.alpha to "0"
  15. How to make an actor blink?

    jb15
    by jb15 · June 2011
    Not sure how new you are--specifically, use the Change Attribute behavior, (self.color.alpha=0) and the Timer behavior.
  16. Problem: eats the entire watermelon.

    outasite
    by outasite · June 2011
    So for the water melon make 2 self attributes health & div
  17. Big Big problem.

    JohnPapiomitis
    by JohnPapiomitis · June 2011
    same thing that was happening on the ipad. I though it was only a ipad bug, but it u have your orientation in advanced options, and it set in the scene attribute im not sure what else u can do
  18. Drag Objects

    Stormtrix
    by Stormtrix · June 2011
    Constrain Attribute: self.position.X To: game.Touches.Touch 1.X
  19. GS loads every image from any referenced actor. How to prevent?

    MagoNicolas
    by MagoNicolas · June 2011
    Instead of having actor whit images, you should have them with a VERY small image, and a Change ATTRIBUTE, self image to : The image.
  20. Attribute in sting

    DrGlickert
    by DrGlickert · June 2011
    click the "e" to bring up the expression editor and then click on the button that has a downward arrow, click game, then click on the game.attribute you want to display.
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