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Changing attribute values before entering particular level
by gyroscope ·Hi, I'm still working through examples, tests, experiments, etc; but for interest, have decided to narrow these down to be relevant to a specific first game app i'll be making. I guess it's best to s… -
Maths trouble..
by gyroscope ·Hi nightleaf (nice name!): That's doable (as long as game.level = an integer or real number, as I'm sure they do), and then I guess the result goes into another new attribute, called result for instan -
Maths trouble..
by nightleaf ·Is this doable or not? Because the attribute I'm constraining this to has a Display Text behaviour that should be causing it to display the result of this equation, but it shows nothing. -
Save medals and unlocked rooms
by gyroscope ·I would make an integer attribute called MedalValue. -
Save medals and unlocked rooms
by quantumsheep ·Other variables would be whether or not you've bronze, silver or gold awards (boolean attributes); whether or not a room is locked, whether or not an item has been picked up, etc. -
Save medals and unlocked rooms
by gyroscope ·Basically, you'd set up all of your variables as game attributes. These would be updated as the game is played, e.g WhatLevel would be updated when moving to another level with WhatLevel=WhatLevel+1 ( -
Save medals and unlocked rooms
by beefy_clyro ·For each attribute you use to determine if something is locked or not you'll need to save it and then load it upon enetering your unlocks page. One thing i guess you could try and expermient with is h -
How to find the speed of an actor?
by gyroscope ·moment by moment. So, you'd need an integer attribute, called SpeedAtThisMoment perhaps, which would be updated regularly with a timer. (how you'd do that, I'm not sure yet; perhaps another Forum mem -
Simultaneous Rotate, Move To, fade in Alpha
by quantumsheep ·Interpolate attribute: self.wealth -
Removing an actor
by gyroscope ·In the Rules after your player dies, i.e is destroyed, I assumed that using a Change Attribute to set Visible to false of lives actor would have done the trick. But it doesn't for some reason. Until a -
making my actor jump?
by Kamazar ·Create a game attribute called jump. (integer) -
Sticky Controls
by MightyBoosh ·I would create a rule with an attribute for each button which reads something like when touch is pressed make button 1 attribute true. Otherwise button 1 attribute is false -
"not equal to" for text ?
by gyroscope ·You could p'raps try the following: for each text attribute you have, make a new integer attribute, with values ranging from 1 to the number of text items. Then when the user chooses the text and drag -
"not equal to" for text ?
by bladeolson ·I have a rule for using a spawned object that has a text attribute assigned to it. If that object is dragged over interaction actors it will allow an interaction. I want to all the interaction to happ -
Cannon Rotating to Position and Point of Rotation
by Kamazar ·1) So I have a cannon, and when I touch a point above it, I want it to rotate to that point. I set up a "rotate to position attribute" and plugged in the mouse's X and Y position, bu -
Make your own Timer >How To
by BarkBarkCo ·I guess it just depends whether swapping a bunch of timers for the same number of local attributes and a "change attribute" behavior is lighter on the processor. -
Make your own Timer >How To
by JamJarRiot ·(GC) dummy actor is good for this. Two attributes are needed, TimeCount and TimeLimit. I have these as Integers but for fractional Timers (ie half a second) you can use a Real number. -
Matching game - when 2 cards don't match - flip back - err how
by Stormtrix ·Do i need a boolean attribute for every card? or just one game one and one self one on actor. -
making my actor jump?
by iDeveloperz ·Create a game attribute called jump. (integer) -
Are we ok to build our own timers ?
by JamJarRiot ·Bark, I have a very simple Timer that you can set to any No of seconds which doesn't use a Constrain and takes up just a single rule (Two rules if you'd like a 2nd Timer triggered from the first). Let