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Collide With an Actor
by simo103 ·couple of ideas .. you could write a rule to determine direction of motion of your black actor and create an attribute to set if moving left then attribute =1, then put in your blue actor if overlap -
Okay Really stumped on this one
by eemachala ·Okay figured it out i think... got 3 directions working left up and down ... right is wonky... Well i thought i tried this earlier but think i used self.poistion.x by accident ... vectorToAngle( se -
Stopping collision after the first collision
by POM ·in the actor that has the collision rule make an attribute - Boolean and call it "collided" -set to false -
Stopping collision after the first collision
by aganguly ·the hits by 1 ). I however, want the hits attribute to increment only when both of them collide in the air. Also, if I purposefully fire actor B towards a previously "grounded" act -
New IOS = memory issue when closing game
by chicop ·game. The frame rate drops and things that have collisions do not work the way they should any more... however at least i know my game does not crash after running for several days back to back.. -
is there a way to detect when one actor successfully faces another?
by AjBlue ·it if it doesn't work. then you want to make a constrain actor.rotation to (put vectortoangle formula). now all you have to do is make your actor rotate to the touch position. and perform a rule say -
calculator app
by simo103 ·Could you set up as many attributes as you have keys in your calculator (10 if you are doing 0-9). Also create an attribute as keyPressCounter=0. -
is there a way to detect when one actor successfully faces another?
by JohnPapiomitis ·can just make global attributes for the 2 then constrain the attributes to there self rotation. So when actor1rotation= 180 and actor 2 rotation= 180 with all conditions valid, you should be able to -
Jump only on the tops of platforms
by JohnPapiomitis ·not sure if im understanding what your tring to do. You can put a invisible actor just along the top of the platform and not on the sides. then when the player collides with that actor change a attibu -
Collide Behavior on Specific Parts of a Circle - Creating a Hoop?
by MagoNicolas ·Make game attribute, game.Centered = Boollean. -
constrain an attrib to a number from a range?
by tenrdrmer ·Try change attribute to Random(100,500) -
constrain an attrib to a number from a range?
by pjnolen ·i guess from that point have an attribute modified to 7, and when it is, record that with a 'change attribute' to and use the rand option and i think you can put the 2 numbers 350-400 inside the brack -
Farewell GameSalad Creator.....
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constrain an attrib to a number from a range?
by StormyStudio ·if attribute game.mynumber > 350 -
constrain an attrib to a number from a range?
by pjnolen ·Should be easy. I want to constrain or change, whichever is proper, a number to an attribute from a range of numbers. -
Farewell GameSalad Creator.....
by JoeMeister ·without resetting every Attribute? -
Controlling an actor's movement with other actors
by JohnPapiomitis ·You can take out the touch inside rules and have it when touch is pressed. Also make it when touch is pressed change attribute to 1 and when touch is released change attribute to 0. you dont have to -
Controlling an actor's movement with other actors
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Problem with spawning Continuously
by Andre87 ·So, what I want to do is spawn tiny little white stars onto the screen as long an attribute called "Create Stars" is equal to true. Therefore the rule I set is: -
how to change a actor to another
by JohnPapiomitis ·what you would have to do is make 2 real attributes, call them actor1x and actor1y. Then make a interger attribute and call it switch. In the first actor you want to start out onscreen constrain attr