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Hit Box
by quantumsheep ·On your main actor, constrain PlayerPositionX to self.positionX and PlayerPositionY to self.positionY -
Are custom collisions possible?
by DrGlickert ·Hmm, collisions still have some slight issues, but it's better. Sometimes it'll hit the left side of the paddle and will bounce off to the right... (and vice versa). -
Are custom collisions possible?
by DrGlickert ·Hmm I never knew that about circle collisions I always assumed it just did a circular shape based on the actor size. That is pretty crapy on the collisions then. (Image) -
Are custom collisions possible?
by tenrdrmer ·This is getting frustrating. Collisions in GS are pretty choppy I'm finding. -
Attribute Manipulation Depending On Position
by DrGlickert ·I would toy with self attributes on the actor. So (I don't know if this will work but might give you a head start...), create an attribute within the character that's called "Starting X&q -
Are custom collisions possible?
by JohnPapiomitis ·This is how i do it. Have 2 attributes paddle x and paddle y. In the paddle constrain paddle x to self position x, and paddle y to self position y. Then make a new actor, around the size of the paddle -
Are custom collisions possible?
by DrGlickert ·This is getting frustrating. Collisions in GS are pretty choppy I'm finding. -
Are custom collisions possible?
by tenrdrmer ·now you can do a 80x20 actor that has circle collisions. and that will give you an arch shape to the entire top of your paddle. You wont have any flat places on the paddle but it might give you the ef -
Attribute Manipulation Depending On Position
by robert.mccarthy ·I'm having a problem with attribute manipulation depending on position (X or Y). -
Are custom collisions possible?
by DrGlickert ·I'm making a brick breaker/breakout type game and I'd like to have my player paddle collisions a little different. It seems that the collision effects in GS are not working the way that I'd like. (I'm -
Distinguishing between multiple touches
by StusApps ·Yeah an invisible actor that your main actors constrain to when they collide works well. -
Use Function in an Attribute
by sparkzilla ·I have created a set of level attributes in the select level scene -
If Image is checked?
by spliket ·This is how I would do it. There might be a better way. I would create a game attribute called checkBox or something. then, in each actor, I'd create a checked attribute. -
If Image is checked?
by JohnPapiomitis ·Have attributes s to check if each image has been touched or not,have them set to 0. Have a rule if all of them are 0 have when touch is pressed chang the image to the check image and change its at -
Touch release or outside, timer begins?
by tenrdrmer ·Why not just set a timer in a controller actor that just runs every 1 second change attribute gametimer to gametimer+1 -
Jump as long as button is pressed
by tenrdrmer ·game boolean attribute called jump -
Touch release or outside, timer begins?
by JacobGeary ·if touch is pressed and inside box, constrain attribute-"gametimer" to 0, timer-every 1 second set "gamescore" to "gamescore+1" -
Can I make the scene wrapping Y to look continuous?
by Chaser ·Maybe constrain actors min and max y then have it control cam make the scene taller then make all objects move down at a set rate except hero. If you need it to go faster set each actor to move at dif -
Help with collision
by conrad74 ·I believe I may have solved this. For others who may need help on this in the future, you just need to create a rule that says if: "self.Image" contains "blank.jpg" -
Help with collision
by Asymptoteell ·Make it when he flashes his sword, a game attribute is changed to say 1. When that attribute is 1 and the actors collide, make the enemy die. When he isn't flashing his sword, change it back to 0.