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  1. Universal clock to control events?

    turnstyle
    by turnstyle · June 2010
    then each actor would have rules that could determine through a set of conditions which image to change to based on its attribute value.
  2. Universal clock to control events?

    bluelotus
    by bluelotus · June 2010
    1)there are different categories of images that I want the user to be able to turn on or off while the slideshow is running. For example lets say there are blue, red, and yellow images, all on by defa
  3. Is There An 'If Screen Following' Command?

    chosenonestudios
    by chosenonestudios · June 2010
    make it so when is right is pressed: change attribute game.move right to true.... otherwise change game.move right to false...
  4. I must be really stupid! Moving Left then Right

    gyroscope
    by gyroscope · June 2010
    Firstly, it's best to make your two walls as two seperate Actors. Make two boolean game or scene attributes, called HitW1 + HitW2, for an example.
  5. What is the best option for best performance?

    hrsmedia
    by hrsmedia · June 2010
    Option 1 = Have 1 main scene. Create a Level attribute and for example have a spawner actor that spawns all the different actors depending on what the Level attribute is.
  6. Spawned Actors appear infront of actors on screen

    gyroscope
    by gyroscope · June 2010
    Hi RastaRise, I've a horrible suspicion that you can't, at least for now. There's no number order for layers, so no way to change it as an attribute. Hope I'm wrong.
  7. Collide and stick

    gyroscope
    by gyroscope · June 2010
    Another thing you could try is, when the cannonball is at a certain y value, (when its > 275, or whatever) change its Moveable attribute to false; should work...
  8. Collide and stick

    AfterBurnett
    by AfterBurnett · June 2010
    I'm guessing you could use the constrain attribute system for making one actor follow another but have a rule that says only to do it if both are colliding/overlapping. I'd quite like to do this too..
  9. Super F*ck*ng Pissed!!! Then Sad...

    chosenonestudios
    by chosenonestudios · June 2010
    GS just deleted all of the rules in one of my actors...... All of them except for one constrain.... ONE F*ck*ng Constrain!!! It saved that, but it felt it was necessary to delete everything else... Un
  10. Collision not sensing when my character is on ground.

    ORBZ
    by ORBZ · June 2010
    Collision rules are tied to the physics "movable" attribute. If your actors are not "movable" then the collision detection is less precise since the engine assumes
  11. Need help with simple AI for enemies

    firemaplegames
    by firemaplegames · June 2010
    Did you set the visionRange attribute to 100?
  12. Need help with simple AI for enemies

    firemaplegames
    by firemaplegames · June 2010
    Either a missing/extra parenthesis, or a 'dangling' attribute.
  13. Issues with GameSalad Preview

    dmilinovichiii
    by dmilinovichiii · June 2010
    Thank you soooooooooo much! I had an extra collision attribute in my main character that was supposed to collide with an actor I deleted.
  14. Issues with GameSalad Preview

    firemaplegames
    by firemaplegames · June 2010
    You could have an extra/missing parenthesis somewhere, but it is more likely that you have a 'dangling' Attribute somewhere.
  15. Need help with simple AI for enemies

    firemaplegames
    by firemaplegames · June 2010
    First, you need to keep track of the Player's X and Y coordinates in global attributes.
  16. Destroy Behavior with choice of Actor

    FatalCrest
    by FatalCrest · June 2010
    Attributes -
  17. Bug: Text not properly aligned (vertically) in GameSalad Previewer

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · June 2010
    Basically, if you use the display text attribute, the text will automatically center-align itself vertically in an actor. However, in the GameSalad viewer, the text is displayed is a little bit lower
  18. rotate actor back

    AfterBurnett
    by AfterBurnett · June 2010
    Oh, I know why... it's setting the self.rotation instantly, so you don't see it. You need to use interpolate or a rotation attribute so you can set the speed of the rotation itself.
  19. rotate actor back

    AfterBurnett
    by AfterBurnett · June 2010
    I just tried that too and it didn't work. My way worked though... don't alter the actor's self.rotation... just set a rotate to angle attribute. Works fine (Image)
  20. rotate actor back

    AfterBurnett
    by AfterBurnett · June 2010
    Set up a rotate to angle attribute within a timer.
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