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  1. Load data from a random table

    Wonder Maru
    by Wonder Maru · March 2016
    (Quote)
  2. Load data from a random table

    Armelline
    by Armelline · March 2016
    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
  3. Load data from a random table

    Wonder Maru
    by Wonder Maru · March 2016
    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
  4. Heads up for 1.25 release

    birdboy
    by birdboy · March 2016
    (Quote)
  5. Heads up for 1.25 release

    Socks
    by Socks · March 2016
    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.
  6. Heads up for 1.25 release

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    (Quote)
  7. Heads up for 1.25 release

    Socks
    by Socks · March 2016
    (Quote)
  8. Need a little help here with some logic that doesn't seem to be making sense

    Braydon_SFX
    by Braydon_SFX · March 2016
    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
  9. Heads up for 1.25 release

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    The new better collisions checkbox will remedy this.
  10. How can I daisy chain two actors together???

    owen_dennis
    by owen_dennis · March 2016
    Make attribute game.snakerow = 1
  11. How to create game by using Timer??

    Socks
    by Socks · March 2016
    It's 1/60th/sec. Constrain = Do this once every code cycle. Code Cycle =1/60th/sec.
  12. How to create game by using Timer??

    tatiang
    by tatiang · March 2016
    The self-constrain is another interesting way to do this. Hmm...
  13. Heads up for 1.25 release

    Socks
    by Socks · March 2016
    Collisions below the speed of 70.7pps don't work correctly.
  14. How to create game by using Timer??

    Socks
    by Socks · March 2016
    Constrain x to x+0.01666666666667
  15. How to create game by using Timer??

    Socks
    by Socks · March 2016
    A good flexible clock is a rotating actor, stick a little actor somewhere off camera, open its angular velocity attribute and enter '1'.
  16. How to create game by using Timer??

    tatiang
    by tatiang · March 2016
    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
  17. Question about magnitude

    Socks
    by Socks · March 2016
    Yeah, no need to constrain magnitude, use it like any other function, so a better comparison between the two approaches would be:
  18. Question about magnitude

    Icebox
    by Icebox · March 2016
    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.
  19. Question about magnitude

    Socks
    by Socks · March 2016
    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
  20. Question about magnitude

    Socks
    by Socks · March 2016
    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
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