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  1. Attribute in sting

    rjh5000
    by rjh5000 · June 2011
    Is it possible to use the display text to do something like this
  2. Actor walks on line path

    scitunes
    by scitunes · June 2011
    and make the waypoints inviisble. Just don't use constrain's in the waypoint (use change attributes instead).
  3. Actor walks on line path

    DrGlickert
    by DrGlickert · June 2011
    Start with a self.attribute: self.path (integer type)
  4. Which is the best way to resize your project.

    ccp
    by ccp · June 2011
    Usually what I do is I make a group with 4 change attributes. 2 of them for with and hight, and the other for self position x and y. when I make a game, I usually start with iphone, then go to iPad
  5. I have a Interpolate and Collision problem...

    Axehammer
    by Axehammer · June 2011
    Will changing an attribute with a timer create the same growing effect as interpolate?
  6. destroy actors in order HELP!

    AppsRacK
    by AppsRacK · June 2011
    Try this. Make a game attibute "destroyID" and a self.ID attribute on actor and compare its value on actor touches. Make a rule:
  7. Saving Scores

    AppsRacK
    by AppsRacK · June 2011
    Is this the right way to save the score to unlock other levels? I made an invisible actor in every scene to save the attributes with a unique key....then I made an other actor in the menu only to load
  8. I have a Interpolate and Collision problem...

    AppsRacK
    by AppsRacK · June 2011
    well thats how interpolate works. It wont detect any collision until it reaches its target variable. If you want continuous collision detection while changing size i suggest you use change attribute b
  9. how to make an object move to after another object is destroyed

    icanmake
    by icanmake · June 2011
    use attributes:
  10. lookout GS new kid in town

    scitunes
    by scitunes · June 2011
    I just implemented the control system for having an actor constrain to the mouse with an offset. Took my less than 20 minutes to DL the software and set up a test scene!
  11. Game Salad App Hanging When i Run Game

    MarcusO
    by MarcusO · June 2011
    OK So i think i've figured out what the problem was. I was not using the "Spawn Attribute" behaviour properly.
  12. Garfy for iPhone - FREE iPhone Game

    JakeMor
    by JakeMor · June 2011
    i basically add a number to an integer attribute every time a new level is unlocked - it makes it easier to set up i guess. saw it in a tutorial and wanted to try it out.
  13. Garfy for iPhone - FREE iPhone Game

    JakeMor
    by JakeMor · June 2011
    Haha shoot >:-/ I just made it so that you CAN'T do that in Garfy 2. I used a single attribute menu system as a posed to having individual ones
  14. Interpolated ?

    DrGlickert
    by DrGlickert · June 2011
    Also, as long as they don't have collisions or play a part in the game, then turn Moveable off to save a bit of memory.
  15. Need help jumping

    FloridaGames
    by FloridaGames · June 2011
    Make an attribute (game.jump)
  16. Change images within Rules?

    gyroscope
    by gyroscope · June 2011
    Change Attribute game.Att To ((game.Att + 1)%3)
  17. Change images within Rules?

    DrGlickert
    by DrGlickert · June 2011
    I really like using OTHERWISE because it keeps things nice and neat. The attributes are integer attributes. I use a lot of OTHERWISE when I've got other integer attributes that do various things based
  18. Change images within Rules?

    JohnPapiomitis
    by JohnPapiomitis · June 2011
    yeah dont use otherwise. just make sepertate rules when attribute=1 change image to image1 then another rul when attribute =2 change image to image to and keep going wiht the rules
  19. Change images within Rules?

    gyroscope
    by gyroscope · June 2011
    Hi DrGlickert; my guess is that you've made your game.attribute as boolean instead of integer. Or possibly you've not nested the otherwise's properly maybe?
  20. "Walls" and friction

    BRGKeen
    by BRGKeen · June 2011
    Colliding with the wall is a must. I must have walls because I must contain my actor within an area when an attribute "move" is 1. That attribute "move" is 1 when
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