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Destroy "any" Actor
by I_MOODOO ·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 -
how to make a health bar individual for each enemy?
by scitunes ·@ 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 -
High Score save driving me nuts
by gyroscope ·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 -
Why Pause is Crucial!
by quantumsheep ·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 -
High Score save driving me nuts
by gyroscope ·change attribute best score 2 to best score 3 -
Fire Button in 2 directions
by gyroscope ·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). -
High Score save driving me nuts
by beefy_clyro ·I have global attributes created for current score, best score, best score 2 and best score 3. -
Set Velocity towards a point
by gyroscope ·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: -
Multiple Animation Sequences and Interactions
by gyroscope ·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 -
Multiple Animation Sequences and Interactions
by gyroscope ·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 -
How to resume game after exiting?
by design219 ·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 -
how to make a health bar individual for each enemy?
by 3gfisch ·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 -
how to make a health bar individual for each enemy?
by 3gfisch ·the attribute is an actor attribute not global. -
how to make a health bar individual for each enemy?
by haim96 ·the attribute is an actor attribute not global. -
how to make a health bar individual for each enemy?
by 3gfisch ·you should have health attribute for each enemy actor -
how to make a health bar individual for each enemy?
by haim96 ·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 -
how to make a health bar individual for each enemy?
by 3gfisch ·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 -
how to make a health bar individual for each enemy?
by 3gfisch ·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 -
how to make a health bar individual for each enemy?
by scitunes ·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 -
What is the best option for best performance?
by POM ·attribute - level.. am i missing something? i want to help you