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  1. Event on time

    Superbuc
    by Superbuc · April 2011
    Maybe I can save attribute time.weather (first time is = to game.time) and allow the next change only if, after loading time.weather, rule sees that actual time.weather>game.time+100
  2. Event on time

    Superbuc
    by Superbuc · April 2011
    It's not this, I just want that an attribute can change only after some time elapsed, and not each time you press a button, as example.
  3. Event on time

    old_kipper
    by old_kipper · April 2011
    If I understand you correctly then you can create a integer attribute called 'can', then place a timer in an actor that says "every>100 seconds" change attribute game>c
  4. Event on time

    Superbuc
    by Superbuc · April 2011
    I need an attribute CAN (but not necessarily) change each some time, example after 100 seconds game time. This is because I've read that I cannot connect with telephone time.
  5. Interpolate and collide?

    SlickZero
    by SlickZero · April 2011
    You could constrain the X and Y of an invisible actor to that one, and have the collision in there.
  6. Interpolate and collide?

    fzeed
    by fzeed · April 2011
    the other has the rotation interpolates, and the collisions work just fine for them.
  7. GameSalad 2011 Roadmap

    snortch
    by snortch · April 2011
    do I need to apply this behavior. Why is this attribute important.. Once we understand why, then the ideal Cookbook solution should challenge us to solve controlled problems on our own. I say control
  8. Help with Toggling On/Off

    jonmulcahy
    by jonmulcahy · April 2011
    create three attributes, one for each button.
  9. Movement

    calvin9403
    by calvin9403 · April 2011
    make two actors a,b attribute move, integer , 0
  10. Movement

    calvin9403
    by calvin9403 · April 2011
    make an attribute integer call move, set it 0
  11. Auto Scoring

    jonmulcahy
    by jonmulcahy · April 2011
    change attribute game.Score to game.Score + 100
  12. Control Sound Volume by Expression Editor?

    BSideGames
    by BSideGames · April 2011
    @Mike What I was meaning was make an attribute in each of your sound actors.
  13. Control Sound Volume by Expression Editor?

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · April 2011
    sound.attribute.volume*sound.trigger
  14. Optimizing: Something for everyone

    outasite
    by outasite · April 2011
    Instant Screen Reset: This is a really nice trick for removing that pesky little loading circle. Basically in every actor we make rules to save their starting position and other attributes. Then when
  15. Music stay on through game ?

    GamersRejoice
    by GamersRejoice · April 2011
    You need to create an attribute boolean called "change music" or something like that.
  16. Music On/Off and Looping Backgrounds

    GamersRejoice
    by GamersRejoice · April 2011
    For the music you need to create an attribute boolean called "change music" or something like that.
  17. Image Size vs Avatar Size

    CORE Game
    by CORE Game · April 2011
    I have my image sized 64x64 and the avatar size (attribute size is 64x64)
  18. Multiple actors registering touch

    Sinequanon
    by Sinequanon · April 2011
    every 0.1 seconds that resets that game.hit attribute to 0, because it was getting stuck to 1 (it showed in my debugging) for some reason. Despite this, if two actors are stacked on top of each other
  19. Key for saving and load attribute

    jonmulcahy
    by jonmulcahy · April 2011
    When I save values I always make the key the exact same value as the attribute I'm saving
  20. Key for saving and load attribute

    quantumsheep
    by quantumsheep · April 2011
    Every attribute you save should have a unique key attached to it.
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