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  1. jump problem( jump while moving)

    seanqiu
    by seanqiu · February 2011
    an attribute that saves your speed
  2. Score help

    Billyd1
    by Billyd1 · February 2011
    When attribute > 'Score' = 'Score+1'
  3. Constrain with drag

    InLikeFlynn
    by InLikeFlynn · February 2011
    constrain attribute self.position.x = 200
  4. [HELP] Multiscreen Menus

    InLikeFlynn
    by InLikeFlynn · February 2011
    attribute touchX = releaseX;
  5. Scoring- Am I doing this right?

    NexusGameStudio
    by NexusGameStudio · February 2011
    Use "scorelv1" for level 1, when you want to add to the score do change attribute "scorelv1 + 1" (+1 being a default value, you can use any interval of number like
  6. Wrap X and Y

    UtopianGames
    by UtopianGames · February 2011
    If self.position.x < 0 change attribute self.position.x to 480 for eg.
  7. Scoring- Am I doing this right?

    NesesitaGames
    by NesesitaGames · February 2011
    So maybe I should be setting up highscore attributes (TopScore1, TopScore2, etc) for each level as well? So like this:
  8. Scoring- Am I doing this right?

    NexusGameStudio
    by NexusGameStudio · February 2011
    When "mario" touches/ overlaps "coin" --> change attribute "score" to "score +1"
  9. Scoring- Am I doing this right?

    Oaklandasfan
    by Oaklandasfan · February 2011
    (already set highscore) save attribute "game.score" as "game.highscore". for the highscores screen, say display text "game.highscore"
  10. Scoring- Am I doing this right?

    NesesitaGames
    by NesesitaGames · February 2011
    Also, rule: If self.top_score is equal to or less than game.game_score_1 then Constrain self.top_score to game.game_score_1 and save self.top_score as GAME_SCORE_1
  11. Multiple Actions/Events for a touch/click

    retired_6d3cd399d5a522812203e99577fd0722
    by retired_6d3cd399d5a522812203e99577fd0722 · February 2011
    unable to figure out how to record that to an attribute.
  12. Scrolling: pic disapear

    krousty_bat
    by krousty_bat · February 2011
    Then change attribute self.position.X = self.position.X+2048
  13. Constrain with drag

    fullviewmedia
    by fullviewmedia · February 2011
    Can someone tell me how to constrain the dragging of an actor within a 200x100px area.
  14. How can I turn gravity on with an on-screen button?

    AppChogie
    by AppChogie · February 2011
    Hi mate, Have a attribute for gravity then a rule that says if button is touched change gravity to true. Then a separate rule that says if gravity is true accelerate 500 with the direction down.
  15. Not allow player to touch finish line unless tgey collected 10 coins

    DreamLab
    by DreamLab · February 2011
    this is what I would do. Make an integer attribute. When you collect a coin, +1 to the attribute. And make it to where when you cross the finish line, that attribute has to equal 10. if not it does no
  16. Scrolling: pic disapear

    krousty_bat
    by krousty_bat · February 2011
    Then change attribute self.position.X = self.position.X+1024.
  17. When Collide Change [RANDOM] Image?

    Asymptoteell
    by Asymptoteell · February 2011
    Use a changing attribute where when it collides, that attribute changes and the image changes to different things depending on what that attribute is.
  18. The Longer You Touch, The Higher He Jumps?

    FreiGames
    by FreiGames · February 2011
    Rule:if player touch screen and an attribute playerCanJump is true (meaning, he is on solid ground and can jump, so you should have another rule that check if he is on ground)
  19. The Longer You Touch, The Higher He Jumps?

    Hachiko
    by Hachiko · February 2011
    Rule:if player touch screen and an attribute playerCanJump is true (meaning, he is on solid ground and can jump, so you should have another rule that check if he is on ground)
  20. interpolating is not working right on device

    Valan
    by Valan · February 2011
    It sounds like it is not resetting an attribute. Maybe the death attribute, so put a Change Attribute in the ground actor.
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