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Code Advice needed, play random sounds, continuous loop needed
by tsextro ·3. I'd like to wait for four seconds after the first sound above is played so I have a variable that does something like set attribute for x to be x+4 . I would use the Timer After X to wait for fou -
Reset Scenes from Different Scene?
by gyroscope ·Hi, each scene returns to its initial state of attributes if you ask it to reset the scene, although I think this wouldn't include game attributes; these would be their new values if they have change -
Reset Scenes from Different Scene?
by gyroscope ·I want to reset scenes 1,2,3 from scene 4 is this possible? I thought about an attribute scene rest set to 0 then a rule in that scene if scene reset = 1 the reset scene, but this only works when you -
how to have random spawn not spawn on top of main actor
by scitunes ·I created a self boolean attribute in my enemy actor called self.active. then this rule: -
Elasticity DEMO
by gyroscope ·Can someone please explain where the Hooke's Law parameters are used to create the elastic effect? I found the attributes but I can't seem to figure out how they are used to create teh elastic effect. -
Next Waypoint
by Hachiko ·move to, checking the self XY doesn't even use constrain. So, if X is between 0,20, move to 20. if between 20 and 30, move to 30. And so on. Don't know how he did it, though, so maybe he didn't did i -
Need help making a game
by Hachiko ·Essentially, you have an accellerate down attribute on the actor that have to jump. When the actor hit the platform, change velocity or change attribute motion Y to a value of your choice (300, 400, t -
Random Problem
by gyroscope ·But as far as I've found, although random doesn't work in Display text, by changing an attribute Rand on mouse up for instance, to random(min,max), then the Text in Display Text to be self.Rand, (I kn -
Making baddies ala Pac-Man ghost style..
by scitunes ·If you have a maze setup it will be tedious. If it is an open playing area it's not too bad. If you want a tilt to live type baddie AI just use vectorToAngle to get the angle between the baddie and t -
Random Problem
by gyroscope ·One way of working it, would be to make your Actor 2 with 0 Alpha. Also, to avoid double clicks, make a game attribute called Active, for instance. In Actor 1's Rules, not only put when mouse button i -
collision detection
by design219 ·It is quite possible to make a second actor constrain to and actor and be the collision trigger. For instance, if you need a head shot on a body, you could have a small circle actor with visibility tu -
Gosar. Episode One. (iPad)
by Jugger ·constrain attribute: self.Position.X To: self.Position.X + (23*game.Accelerometer.X) -
respawn actor
by Dooki ·Attribute: game.playerlive=0 -
How to resume game after exiting?
by design219 ·It should be something like this. You first need to create a global attribute named SCENE. It needs to be an integer. -
Random using
by firemaplegames ·@jehd1914: To make CowTechMan's code work, you will need to create an integer attribute called 'random_Number' in the Actor. -
How to resume game after exiting?
by Chaser ·Aside from making unlocked levels you can put a game attribute interger and call it something like current level continue. Start at 0 or 1 then at each level add 1 to the game attribute and save. Then -
How to resume game after exiting?
by gyroscope ·Hi Riffel, I think always use a different key for each and every Save Attribute. -
How to resume game after exiting?
by Riffel ·Taking advantage of the topic, when saved each attribute in a save key that worked. I tried to save several attributes in the same save key and has not worked. In my case the levels of the game. -
How to resume game after exiting?
by gyroscope ·Hi ancch, you'll need a continue game button next to the new game button in your menu level. You'll have to decide if you want a Save button as part of the HUD on each level, or a save button on the m -
Pause mode in game
by debugdesign ·What I do is create a game attribute (Boolean) called 'Pause' then I go through every actor and put one big rule around all the actions that say 'Attribute [game.pause] is 'False'