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  1. 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.
  2. 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
  3. 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
  4. Question about magnitude

    Icebox
    by Icebox · March 2016
    (Quote)
  5. Question about magnitude

    Icebox
    by Icebox · March 2016
    But by using magnitude , I will create a self.distance attribute and constrain it to magnitude(self.positionx - game.playerx , self.positiony - game.playery)
  6. Question about magnitude

    Socks
    by Socks · March 2016
    I think you are conflating a bunch of unrelated things here, Constrain, Magnitude, Rules, Display Text, they all have separate and unrelated functions . . . .
  7. Question about magnitude

    Braydon_SFX
    by Braydon_SFX · March 2016
    You use the constrain behavior to constantly update the value outputted by the magnitude function. You want to do this so you can always evaluate the distance between two things. If you only evaluate
  8. Question about magnitude

    Icebox
    by Icebox · March 2016
    its the same as constraining magnitude to calculate the distance between player and an enemy and then adding a rule to display text. why constrain instead of using a simple rule, does it work differen
  9. Timers are for chumps - GS optimization tips

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · March 2016
    Here's why. You can do Numeric Expressions in GS now, so you can directly enter the Mod1 Attribute on the left side of the equation (you couldn't do this in the past). Also on the right side of the eq
  10. Timers are for chumps - GS optimization tips

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · March 2016
    @freneticz, Gamesalad has changed since this piece was originally written. You don't really need to assign an Attribute as Mod1 now because you can have create Rules as a Numeric Expression now with m
  11. Making an actor swing in a circle around a point, using the accelerometer

    Socks
    by Socks · March 2016
    (Quote)
  12. Making an actor swing in a circle around a point, using the accelerometer

    RThurman
    by RThurman · March 2016
    OK -- use the following equation in the constrain rotation behavior:
  13. Making an actor swing in a circle around a point, using the accelerometer

    louistrudel
    by louistrudel · March 2016
    create a game angle attribute: Angle
  14. Detecting an obstacle in the path?

    louistrudel
    by louistrudel · March 2016
    -create game attribute GridSize
  15. spawn same actor with different attribute

    tatiang
    by tatiang · March 2016
    You can "pass" an attribute value from one actor to another using this method:
  16. spawn same actor with different attribute

    Icebox
    by Icebox · March 2016
    Hello is there a way to do this :
  17. Making an actor swing in a circle around a point, using the accelerometer

    owen_dennis
    by owen_dennis · March 2016
    It's the swinging around and controlling the rotation that has me a little stuck. One version I tried was to simply constrain the triangle's rotation to vectortoangle(game.accelerometer.x,game.accelor
  18. Copy and Paste text, note taking in Dungeon Crawler

    Armelline
    by Armelline · March 2016
    @tatiang is correct about 1, but you can fake it to an extent. Having an actor copy its text into a buffer and then pasting it into another "notebook" table or attribute would be pos
  19. How to detect when rotated to position

    tatiang
    by tatiang · March 2016
    @RocketBrain The %360 is the mod() function which returns the remainder of a division problem. It can also be written mod(self.rotation,360). So if you had values larger than 360, it would constrain
  20. How to detect when rotated to position

    Socks
    by Socks · March 2016
    Setting it up like that will likely cause you issues (rotation and V2A work on different value ranges), also there's no real need to introduce another attribute ('MyAngle'), it doesn't seem to serve a
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