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  1. THSIRTBOOTH help me with my game controls

    scitunes
    by scitunes · May 2011
    That's really nice. What I like about this demo is the simplicity. I would have created a new attribute and constrained it to the magnitude blah blah blah...
  2. THSIRTBOOTH help me with my game controls

    tenrdrmer
    by tenrdrmer · May 2011
    try doing using magnitude to determine a distance between the touch location and the actor and then constrain the velocities based on that and use max speed to keep it from going faster than your want
  3. Getting A Ball To Roll

    dmilinovichiii
    by dmilinovichiii · May 2011
    I'm in 9th grade also. To make the ball drop, put an accelerate attribute in the ball and set it to accelerate down relative to scene. Change the number to however fast you want the ball to fall. To m
  4. Custom fonts in GS

    jb15
    by jb15 · May 2011
    I've found a few examples of making custom fonts (for a game score) in GS, but they all require "constrain attribute." I wondered if there was any other way/behavior I could use--eve
  5. Getting A Ball To Roll

    ChessPawn
    by ChessPawn · May 2011
    Hi there. I just started using GameSalad yesterday, and I love it. However, I did have a question. In my game, I have a ball and a box. So the ball starts at the top, and when the user presses GO!, th
  6. two collides for destroy actor?

    RUPAS
    by RUPAS · May 2011
    make a attribute call it hitcount
  7. THSIRTBOOTH help me with my game controls

    ShaneS429
    by ShaneS429 · May 2011
    Try Constrain Attribute instead of Change Attribute.
  8. two collides for destroy actor?

    JohnPapiomitis
    by JohnPapiomitis · May 2011
    make a attribute call it hitcount
  9. two collides for destroy actor?

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · May 2011
    You might want to create the physics manually, to prevent the collisions overwriting your rules.
  10. help with switching animations

    retired_6d3cd399d5a522812203e99577fd0722
    by retired_6d3cd399d5a522812203e99577fd0722 · May 2011
    You'll have to set up an attribute and put the animations in rules and use that attribute to set which one plays and when according to your game.
  11. Custom text in Display text Behavior.

    old_kipper
    by old_kipper · May 2011
    to use text just type the text into a text attribute that is referenced by an actor in a display text behaviour. To display a custom font can be done in 2 ways. The first to to display an image of the
  12. Level design tip

    ApplaudApps
    by ApplaudApps · May 2011
    in different levels so that when touched you constrain self.position.x to mouse.position.x and the same for self.position.y to mouse.position.y - now you can drag them around.
  13. Rolling Score? Help Please...

    RondoRocket
    by RondoRocket · May 2011
    Yeah, that's what I tried. I switched out my change attribute to interpolate with the same "score+500" and instead it just threw out some random number. It worked fine as a change
  14. Problem with throwing a object

    tenrdrmer
    by tenrdrmer · May 2011
    If you don't want to unlock an actor you will also need to create a real game attribute for the camera origins and unlock a controller actor in the scene to constrain the game attributes to the scene
  15. Angry Birds Style Three Star Scoring System

    xarmian
    by xarmian · May 2011
    I'm not sure if this matches how the template does it, but I did it in PaperAirplane! by creating an attribute for each level as a numeric (or integer). When the level is completed, if the current val
  16. 2 Problems

    entersimon
    by entersimon · May 2011
    Drop an actor on screen and have it display the text of the variable you're talking about. That'll show you if the attribute is changing or not.
  17. Character drop off bottom - how to go to next score screen?

    mubble
    by mubble · May 2011
    I'm a newbie so need this explained in steps... I currently have attached to the player, a rule attribute of self.position.x but then I think I am getting confused, as I don't know what to set the = o
  18. Game nearly finished...! Any feedback welcome

    HoneyTribeStudios
    by HoneyTribeStudios · May 2011
    Could also just use a timer (every 0.05 sec change volume attribute to... whatever) but I've tried to avoid using them for performance optimisation.
  19. On collecting all coins move onto next level

    yoenoesz
    by yoenoesz · May 2011
    and yes i have made the screen attribute
  20. Load and Save attributes

    AppsRacK
    by AppsRacK · May 2011
    IMHO its best to put the load attribute on Menu scene or splash screen if you have one. Save attribute can be place to a "complete level button" or "move next level button&a
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