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  1. Destroy "any" Actor

    firemaplegames
    by firemaplegames · June 2010
    In other programming environments, there is a concept of a 'getter' and a 'setter'. Every instance would have getters and setters for the Attributes that you want to expose to the outside word, or to
  2. Picture View

    wayneh001
    by wayneh001 · June 2010
    -Two finger Rotate. (The rotate option can be disabled by turning the [ApplyRotation] Attribute to False).
  3. Destroy "any" Actor

    I_MOODOO
    by I_MOODOO · June 2010
    You can manage this with global attributes. Create an attribute like “Globaldeath”. Give the attribute the value FALSE or 0. Give all actors a rule like this. If “Globaldeath” is TRUE or 1 then destro
  4. how to make a health bar individual for each enemy?

    scitunes
    by scitunes · June 2010
    @ 3gfisch - I think the reason people are continuing to give you ideas is that putting a constrain on that many actors is very unlikely to work on any device. I know you don't have the GSviewer app on
  5. High Score save driving me nuts

    gyroscope
    by gyroscope · June 2010
    Ah yes, you might well me right there; maybe try using a boolean attribute called GameFinished perhaps. This would be set to false until the final life, when only then it becomes true; and in each of
  6. Why Pause is Crucial!

    quantumsheep
    by quantumsheep · June 2010
    Then just implement the actor pause attribute feature next to the physics feature (default should be OFF!!!!!!!!!). Then we elect to include said actor into the pause RAM allowances. Perhaps there c
  7. High Score save driving me nuts

    gyroscope
    by gyroscope · June 2010
    change attribute best score 2 to best score 3
  8. Fire Button in 2 directions

    gyroscope
    by gyroscope · June 2010
    You could try the following: make a scene attribute, boolean would do, called LR, for instance. In the rule for moving your character left, make LR false (OK, it's not false anything, it's a switch).
  9. High Score save driving me nuts

    beefy_clyro
    by beefy_clyro · June 2010
    I have global attributes created for current score, best score, best score 2 and best score 3.
  10. Set Velocity towards a point

    gyroscope
    by gyroscope · June 2010
    Interpolate>Interpolate Attribute: scene:Background.Actor1.Position.X To game.Touches.touch 1.X. Set your duration, 0.1 for instance, perhaps experiment with the function then:
  11. Multiple Animation Sequences and Interactions

    gyroscope
    by gyroscope · June 2010
    Don't quite understand when you say there's only going to be one character on the screen and nothing else, as if that's a worry.... If there's one character that randomly animates every time its press
  12. Multiple Animation Sequences and Interactions

    gyroscope
    by gyroscope · June 2010
    Nice cartoon style animation, adobson66, looks professional to me! My first thought reading through your post is that you shouldn't need a different actor for each different animation sequence (if i'v
  13. How to resume game after exiting?

    design219
    by design219 · June 2010
    You would need to have an attribute that records the scene a player is on, and a rule to save that attribute when the scene is entered. Then, you could have a button with an option to return to the la
  14. how to make a health bar individual for each enemy?

    3gfisch
    by 3gfisch · June 2010
    set the attributes as real atribues and dont use change attirbut use Constrain Attribut and it work's well but only if things collide and this will make less HP
  15. how to make a health bar individual for each enemy?

    3gfisch
    by 3gfisch · June 2010
    the attribute is an actor attribute not global.
  16. how to make a health bar individual for each enemy?

    haim96
    by haim96 · June 2010
    the attribute is an actor attribute not global.
  17. how to make a health bar individual for each enemy?

    3gfisch
    by 3gfisch · June 2010
    you should have health attribute for each enemy actor
  18. how to make a health bar individual for each enemy?

    haim96
    by haim96 · June 2010
    but if i make the rule under my health actor i can't access the individual health of the Enemy because its an Attribute of the enemy and in the rule i can only access global and health actor attribute
  19. how to make a health bar individual for each enemy?

    3gfisch
    by 3gfisch · June 2010
    but if i make the rule under my health actor i can't access the individual health of the Enemy because its an Attribute of the enemy and in the rule i can only access global and health actor attribute
  20. how to make a health bar individual for each enemy?

    3gfisch
    by 3gfisch · June 2010
    Not going to be easy. You would need a game attribute for the health of each enemy. Then have a health bar actor for each enemy that uses that global attribute and you would have to constrain its X an
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