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Load data from a random table
by Wonder Maru ·(Quote) -
Load data from a random table
by Armelline ·You'd have two options really. The first is essentially what you said - but instead of change attribute you'd have a "working" table, and you'd copy the randomly chosen table into th -
Load data from a random table
by Wonder Maru ·I tried by creating a game attribute (text, not sure about this) and randomly assigning a table to it, but I guess you can't assign a table name as a text value and then use that attribute when loadin -
Heads up for 1.25 release
by birdboy ·(Quote) -
Heads up for 1.25 release
by Socks ·Set your text opacity to a low value like 2% or 5%, add a Replicate behaviour, set 'Spacing' to 0, you can now control the opacity of your text with the 'Copies' attribute. -
Heads up for 1.25 release
by The_Gamesalad_Guru ·(Quote) -
Heads up for 1.25 release
by Socks ·(Quote) -
Need a little help here with some logic that doesn't seem to be making sense
by Braydon_SFX ·You may need to wrap the change attribute in a short timer to ensure that it's firing correctly. You won't have to do this in Creator 1.25 as we will have the ability to run behavior sequentially; we -
Heads up for 1.25 release
by The_Gamesalad_Guru ·The new better collisions checkbox will remedy this. -
How can I daisy chain two actors together???
by owen_dennis ·Make attribute game.snakerow = 1 -
How to create game by using Timer??
by Socks ·It's 1/60th/sec. Constrain = Do this once every code cycle. Code Cycle =1/60th/sec. -
How to create game by using Timer??
by tatiang ·The self-constrain is another interesting way to do this. Hmm... -
Heads up for 1.25 release
by Socks ·Collisions below the speed of 70.7pps don't work correctly. -
How to create game by using Timer??
by Socks ·Constrain x to x+0.01666666666667 -
How to create game by using Timer??
by Socks ·A good flexible clock is a rotating actor, stick a little actor somewhere off camera, open its angular velocity attribute and enter '1'. -
How to create game by using Timer??
by tatiang ·The device clock and the attributes game.Time, scene.Time, and self.Time are like real time. They don't stop. At least until someone builds a time machine. Because it's built-in, it's an easy thing -
Question about magnitude
by Socks ·Yeah, no need to constrain magnitude, use it like any other function, so a better comparison between the two approaches would be: -
Question about magnitude
by Icebox ·Yes this is where i was confused , i thought the only way to use magnitude is by constraining so you can always keep it updated and add distance attribute. Now i get what you mean, thanks alot. -
Question about magnitude
by Socks ·I think the reason it appears more complicated than your [less than / more than] example is that you are weighing it down with a bunch of unneeded attributes and constrains and rules . . . and once al -
Question about magnitude
by Socks ·But with the magnitude function you are, for some reason, adding a bunch of other stuff (a new attribute, a constrain behaviour, a rule . . .) which makes the comparison sort of irrelevant as you are