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  1. Collectable items in game

    THRSTN
    by THRSTN · October 2010
    i changed over collected to a global variable but the problem with that is once 1 coin is hit now they all disappear. this would work if there weren't like 20 instances of the same actor on stage and
  2. Collectable items in game

    butterbean
    by butterbean · October 2010
    @Thrstn: If the "self.collected" is a local attribute, and you reset the scene, then it will reset the attribute, however, if you make "self.collected" a global att
  3. Movement Issue

    DimensionGames
    by DimensionGames · October 2010
    make an attribute game.move
  4. Movement Issue

    DimensionGames
    by DimensionGames · October 2010
    I tried..but to no avail! One thing I noticed was that the interpolate attribute was empty when I went to look over what could be wrong.
  5. Movement Issue

    MagoNicolas
    by MagoNicolas · October 2010
    Interpolate Attribute: Self.Position.Y yo Self.Position.Y + 50 (50 is any number exact you want to move)
  6. Movement Issue

    DimensionGames
    by DimensionGames · October 2010
    Interpolate Attribute: self.Position.Y To: 200
  7. Now it works—Now it doesn't JUMPING

    JohnPapiomitis
    by JohnPapiomitis · October 2010
    which wasn't necessary since I already had the Boolean attribute assigned.
  8. ☝Simon says...

    BeyondtheTech
    by BeyondtheTech · October 2010
    Set up a Game attribute called TouchOrder that starts at 0.
  9. Collectable items in game

    THRSTN
    by THRSTN · October 2010
    i placed an attribute inside the coin called collected and set it to false
  10. Now it works—Now it doesn't JUMPING

    JoeMeister
    by JoeMeister · October 2010
    which wasn't necessary since I already had the Boolean attribute assigned.
  11. Issue on 2 touches constraining

    scitunes
    by scitunes · October 2010
    OK, go it. This really hard to do, but definitely possible. You need to apply the principals found in CodeMonkey's joystick demo. Basically have small touch actors. One that constrains to touch1 anoth
  12. Issue on 2 touches constraining

    Weswog
    by Weswog · October 2010
    Sure, I have 2 actors on 2 sides of the screen I have 2 people touching a device to move those actors but when I constrain it to axis 1.x for both actors it messes up and if I have 1 actor constrained
  13. animate opacity

    Valan
    by Valan · October 2010
    Another way is to use timers and Change Attribute.
  14. animate opacity

    quantumsheep
    by quantumsheep · October 2010
    Have it change attribute 'self.opacity' to 1 over 2 seconds say.
  15. Force out of Constrain?

    TouchTiltGames
    by TouchTiltGames · October 2010
    But with this case, how do I add the "+ game.CameraX" and "+ game.CameraY" (as per FMG's instructions) to a simple: if touch is pressed, change attribute game.actor
  16. Now it works—Now it doesn't JUMPING

    JoeMeister
    by JoeMeister · October 2010
    Add a display text behavior and put the OnTheGround attribute in it (Just stick it in the main ghost guy). Try to figure out where it is not triggering. Try pulling out the current ground actor in tha
  17. Force out of Constrain?

    TouchTiltGames
    by TouchTiltGames · October 2010
    How would one force an actor to do something, in this case jump, if it's constrained? I have an actor moving on the X but after it gets past a certain x value point it's constrained. I'm taking bits o
  18. Now it works—Now it doesn't JUMPING

    scitunes
    by scitunes · October 2010
    Add a display text behavior and put the OnTheGround attribute in it (Just stick it in the main ghost guy). Try to figure out where it is not triggering. Try pulling out the current ground actor in tha
  19. Load - Save

    IsabelleK
    by IsabelleK · October 2010
    Yes, you have to put save behavior for every attribute you want to save. You don't have so many attributes to save - in my game, I'm saving about 200 attributes - it took me almost two days to finish
  20. Load - Save

    LAdrian
    by LAdrian · October 2010
    I would like to save each time the level ends so my question is do I need to manually put a save attribute for each attribute I want save?
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