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  1. JUMP AND CHANGE !!!

    app-etite
    by app-etite · March 2011
    i have a jump boolean which which I have used in the runcycle. ( when attribute game.jump is true, change attribute self.motion.linearvelocityY to 500) (so that jumps while he runs)
  2. how to make a teleport?

    idoistuff
    by idoistuff · March 2011
    ---change attribute self.positionX to game.teleportTwoX
  3. JUMP AND CHANGE !!!

    mynameisace
    by mynameisace · March 2011
    You could have an attribute that's a boolean called Jump, in the original animate rule, add 'if Jump is false' then animate. When you jump, turn the jump to on and then change the animation again.
  4. how to make a teleport?

    idoistuff
    by idoistuff · March 2011
    so do I make 4 attribute integers?
  5. how to make a teleport?

    VoidedSky
    by VoidedSky · March 2011
    ---change attribute self.positionX to game.teleportTwoX
  6. Save level only!

    mynameisace
    by mynameisace · March 2011
    Have an attribute called 'Level' and make it an integer. After you complete a level (for example, level 9), change the 'Level' attribute to 9 then save the attribute (call the key whatever you want).
  7. Selecting different scenes with only one attribute-how???

    Chaser
    by Chaser · March 2011
    Unless somebody here has figured something out every icon will need at least a minimum script of either go to next scene when global attribute equals let's say 2 or 3 and so on when touch is pressed.
  8. help for my first game

    hackmodford
    by hackmodford · March 2011
    Each box actor should have an attribute called something like "contents"
  9. Selecting different scenes with only one attribute-how???

    akimann
    by akimann · March 2011
    Hi Saladfans!
  10. More scenes & less actors or one scene & more actors?

    Cap
    by Cap · March 2011
    Some more infos: at the moment I have only two constrain behaviours and not a single spawn behaviour. So I really try to use actor recycling. But I really do have a lot of instances of a single actor
  11. why isnt this attribute working?

    JohnPapiomitis
    by JohnPapiomitis · March 2011
    So the way you have that set up if touched is pressed AND attribute = 1 AND attribute =5 spawn ball. So its only set up to spawn when that attribut =1. THis is how you want to set it up. First delete
  12. why isnt this attribute working?

    idoistuff
    by idoistuff · March 2011
    I made an attribute integer with the value of one.
  13. Definitions of Each Attribute

    adamscottgray
    by adamscottgray · March 2011
    a hard time grasping the concept of using the attributes. I would really appreciate a brief definition or sample of when each type of attribute (integer, boolean, etc.) would be used.
  14. help with collisions.

    idoistuff
    by idoistuff · March 2011
    how do I make it so when actor "player" colides with actor "finish" it destroys actor "player" and changes to the next scene.
  15. how to make power ups?

    idoistuff
    by idoistuff · March 2011
    which type of attribute do I make?
  16. Which is more expensive: Interpolate or constrain?

    tenrdrmer
    by tenrdrmer · March 2011
    the reason constrain is one of the worst is it is a condition that is constantly firing or checking itself which means constant memory usage. Interpolate is actually one of the best and most precise w
  17. Which is more expensive: Interpolate or constrain?

    tenrdrmer
    by tenrdrmer · March 2011
    interpolate is far less resource intensive than constrain. constrain is prob one of the most resource intensive.
  18. Which is more expensive: Interpolate or constrain?

    InLikeFlynn
    by InLikeFlynn · March 2011
    I have a bunch of actors bobbing up and down at the same time. I've heard both interpolate and constrain can be expensive. Does anyone know if it would be worth having one actor interpolate, while t
  19. Help with arrow physics

    DrGlickert
    by DrGlickert · March 2011
    Make the head of the arrow the game object and Constrain Attribute the shaft/feathers to the head. That way, the head will fall normally (based on your gravity settings) and the shaft/feathers will ha
  20. Score Calculation

    AppsRacK
    by AppsRacK · March 2011
    you should include the original attribute of score to the computation.
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