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Universal clock to control events?
by turnstyle ·then each actor would have rules that could determine through a set of conditions which image to change to based on its attribute value. -
Universal clock to control events?
by bluelotus ·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 -
Is There An 'If Screen Following' Command?
by chosenonestudios ·make it so when is right is pressed: change attribute game.move right to true.... otherwise change game.move right to false... -
I must be really stupid! Moving Left then Right
by gyroscope ·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. -
What is the best option for best performance?
by hrsmedia ·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. -
Spawned Actors appear infront of actors on screen
by gyroscope ·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. -
Collide and stick
by gyroscope ·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... -
Collide and stick
by AfterBurnett ·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.. -
Super F*ck*ng Pissed!!! Then Sad...
by chosenonestudios ·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 -
Collision not sensing when my character is on ground.
by ORBZ ·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 -
Need help with simple AI for enemies
by firemaplegames ·Did you set the visionRange attribute to 100? -
Need help with simple AI for enemies
by firemaplegames ·Either a missing/extra parenthesis, or a 'dangling' attribute. -
Issues with GameSalad Preview
by dmilinovichiii ·Thank you soooooooooo much! I had an extra collision attribute in my main character that was supposed to collide with an actor I deleted. -
Issues with GameSalad Preview
by firemaplegames ·You could have an extra/missing parenthesis somewhere, but it is more likely that you have a 'dangling' Attribute somewhere. -
Need help with simple AI for enemies
by firemaplegames ·First, you need to keep track of the Player's X and Y coordinates in global attributes. -
Destroy Behavior with choice of Actor
by FatalCrest ·Attributes - -
Bug: Text not properly aligned (vertically) in GameSalad Previewer
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rotate actor back
by AfterBurnett ·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. -
rotate actor back
by AfterBurnett ·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) -
rotate actor back
by AfterBurnett ·Set up a rotate to angle attribute within a timer.