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Anyone else get buggy "Otherwise" clauses periodically?
by synthesis ·Most problems I have found are associated with putting Rules or multiple routines inside an otherwise. This I try to avoid and reserve an otherwise for just an attribute assignment or a simple set of -
gravity, movable and immovable actors
by EdwardRHunter ·My understanding is that that attribute is read only at run time. Can someone verify: there is no way for an immovable object to stop a movable object from moving past it with gravity in effect? No -
Attribute for time played
by reddotinc ·Using (game.Time) just monitor the start and stop points. That's what I did for the Photics: Toolbox - the stopwatch. Instead of adding a timer, I added some attributes and rules. -
Attribute for time played
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Attribute for time played
by RH ·Could just create an attribute and every 1 second change it to +1. You can manage that depending on the scene or create some rules so you can specify when someone is actually playing, rather than just -
Attribute for time played
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Controlling Acceleration Speeds.. *Help* Please :)
by rebump ·Yeah, constrains that update an actor's position yield no velocity values for that actor. -
gravity, movable and immovable actors
by VoidedSky ·you can constrain the position of the object's X and Y. -
Attribute for time played
by reddotinc ·I'm looking at trying to record the amount of time played on my game within attributes, and was just wondering the best way of doing this? I've got a couple of ideas in my head, passing numbers betwee -
gravity, movable and immovable actors
by EdwardRHunter ·I really need gravity for this game to handle the physics and collisions. I just need to be able to stand a movable object on an immovable one. Can it be done or no? -
accelerate actors
by chosenonestudios ·timer:after "blankedy blank time" change attribute game.move together to false -
accelerate actors
by rebump ·members, you could, inside a rule, temporarily constrain the ball/bubble actors' X position (the actors in a sliding inward column) to a game attribute that gets updated via an "interpolate& -
Cannot get this to work! *Help*
by rebump ·(or 1/0) status of a touch being currently constrained...otherwise all the actors would constrain to the first touch. -
Anyone else get buggy "Otherwise" clauses periodically?
by rebump ·it this is related to testing that particular attribute or because of the rule's nesting level or some other bug. I'm pretty darned sure I have successfully used this construct before elsewhere in o -
Buttons and Hud Glitching
by saeedhafez ·the game. i have already put the four buttons to constrain there position while the background scrolls. but there seems to be a problem somewhere thats causing my buttons to glitch while moving every -
Changing Direction of Actor while dragging
by firemaplegames ·Create 2 attributes in the dragged actor, called something like 'dragging' and 'oldXPosition' (without quotes) -
Cannot get this to work! *Help*
by firemaplegames ·Only two of those constrains should be firing at any given time for each actor... -
Cannot get this to work! *Help*
by chosenonestudios ·would I constrain the self.position to all the touches? -
Cannot get this to work! *Help*
by firemaplegames ·----------Constrain Attribute: self.Position.X To Touch1.X -
Cannot get this to work! *Help*
by chosenonestudios ·ty fmg, question though... for what to make it do, constrain game.self.postition.x to game.touch.1 position.x