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Are we ok to build our own timers ?
by JamJarRiot ·WIll I be ok to run my own looping timers within GS? I have one up and running (an Attribute named Count1), it simply increments by 1 each time the System/Game Time reaches a 2 second period. From the -
what is a global integer attribute and how to i create one
by wroachbarrette ·"then i added a rule" attribute game.enemy.count = 0 change sean next sean] but when all are destroyed it does not change to the next sean -
what is a global integer attribute and how to i create one
by wroachbarrette ·"then i added a rule" attribute game.enemy.count = 0 change sean next sean] but when all are destroyed it does not change to the next sean -
what is a global integer attribute and how to i create one
by wroachbarrette ·Possibly one way is: a new Scene attribute, called CretinCount, being how many "cretin" tagged Actors there are. Each time one of these are destroyed, set up a rule: when attribute s -
Music/Sound bug
by gyroscope ·registering in the Play Music dialogue in it's Attribute, but it is in the Play Sound Attribute. -
what is a global integer attribute and how to i create one
by wroachbarrette ·ok this is how i set it up, i created an intiger attribute that was equal to 7 (the number of enimies) then i created a rule that said when this actor is destroyed change game.enemy.count to enemy.cou -
what is a global integer attribute and how to i create one
by gyroscope ·Possibly one way is: a new Scene attribute, called CretinCount, being how many "cretin" tagged Actors there are. Each time one of these are destroyed, set up a rule: when attribute s -
Which of these is more efficient/less processor intensive?
by rebump ·with this is each character would be using a constrain for best results or a timer wrapped check for less time accurate results. Good thing is you can set it up so the constrain is no longer active -
what is a global integer attribute and how to i create one
by wroachbarrette ·Shouldn't it be specified whether he should use the game attribute versus the scene attribute? -
Gendai: Can you answer...about sounds/music.
by rebump ·no sound/music behavior should be heard. The attribute that contains this value is obviously used in the "volume" sub-attribute of a "play sound" or "pla -
Why have I got shaking Balls
by chrisal ·I am quite sure that it has something to do with the drag attribute because if I set it to let say "1000" the balls go crazy. -
Race scoring system? - PLEASE HELP IM SO STUCK!!!!
by MightyBoosh ·Basically just One big rule that calls on 2 self attributes and 1 global attribute. (they are named in p-o-m-s above posts. thanks mate for that -
Change Game Name attribute
by gyroscope ·Hi, a tiny refinement: unless i'm missing something, the attribute called Name in Scene Editor>Attributes is actually the Title of the game, being the same as Title: shown in the Project Editor -
Simultaneous Rotate, Move To, fade in Alpha
by gyroscope ·Attribute: self.Fade In is true -
Why Pause is Crucial!
by synthesis ·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 -
beta 0.8.7 deleting rules
by ronco ·I have a rule with a global integer named game.lvl_GameScore1=0. When that attribute is set a timer spawns two actors and changes two attributes. This rule was added to a GameLogic actor for every sce -
Changing attributes globally
by Cap ·Any actor instance in the Scene can get (and set) any other actor instance's attributes. -
what is a global integer attribute and how to i create one
by jweaver911 ·Shouldn't it be specified whether he should use the game attribute versus the scene attribute? -
Why Pause is Crucial!
by iPhoneDevForMe ·Apparently there was already at some point a simple "pause" feature and it just simply worked. When everyone here says it simply worked, I assume they mean all moving actors were sto -
How do i set a condition that will set the end of the game?
by wroachbarrette ·Add an actor that covers the entire screen area. Turn off the visible attribute and move it to the back of the scene/layer. Add a rule that checks for collision/overlap with actors with the tag you me