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  1. More off-scene spawner woes.

    Ignis
    by Ignis · May 2010
    when I use the function "Change Attribute: ActorX.Position.X = 50", "ActorX" can't be a variable tied to a game attribute such as "game.Next_Actor&quo
  2. Changing Direction of Actor while dragging

    rebump
    by rebump · May 2010
    Need to store current self X/Y into "OldX" and "OldY". Do this in an "Every 0.01 seconds" timer or thereabouts. Constrain self X/Y to mouse (or
  3. Possible to disable autorotate animation?

    synthesis
    by synthesis · May 2010
    Yep...use the rotation actor attribute...
  4. Slow Down in Sludge?

    chosenonestudios
    by chosenonestudios · May 2010
    I think everything in here would've worked except when SlowInWater boolean is false change attribute. max speed back up to 140
  5. Ugh Multitouch? *Help* Please:)

    CodeMonkey
    by CodeMonkey · May 2010
    I have an actor for each touch attribute set. Each actor constrains its position to a specific touch point. Also there is logic to reset the values of the touch positions depending on release of the t
  6. Tilt to live Possible with GS?

    UtopianGames
    by UtopianGames · May 2010
    This is what im using atm and it works well but im using 3 rules for left for eg attribute game.Accelerometer.x >0.1 >0.3 >0.5
  7. Jumping

    autofire
    by autofire · May 2010
    Rule: when attribute self on the ground is true
  8. Show number

    beefy_clyro
    by beefy_clyro · May 2010
    You will need to use global attributes
  9. dismissing a window

    retired_a13c0ad1acbda00d441a172247087983
    by retired_a13c0ad1acbda00d441a172247087983 · May 2010
    Attribute: game.dismiss
  10. Feature Request: Ability to manually reorder attributes

    ORBZ
    by ORBZ · May 2010
    I would like to be able to reorder my custom attributes via drag and drop much like I can reorder actors in the layers panel of the scene editor.
  11. Feature Request: Affected by Gravity checkbox

    ORBZ
    by ORBZ · May 2010
    The current work around is to put acceleration behaviors on all actors with a downforce. The problem with this is that you have to create a global Gravity attribute to ensure all your actors have the
  12. dismissing a window

    VoidedSky
    by VoidedSky · May 2010
    Attribute: game.dismiss
  13. Click mouse button toggle, not drag and drop

    VoidedSky
    by VoidedSky · May 2010
    Attributes: Self.SelectPhase
  14. Getting To Know You - May 2010

    JoshKahane
    by JoshKahane · May 2010
    For example: I have an actor with alpha in (invisible bits) and in the actors attributes panel there is a tick box (boolean attribute) that lets us tick to have pixel collision on the actor or not. If
  15. Not touching the actor spawned again?

    jmp909
    by jmp909 · May 2010
    change attribute "alive" = true
  16. Project: Benchmark

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · May 2010
    - Constrain
  17. My Ball Stops Bouncing!!!

    froamer
    by froamer · May 2010
    I've just made the ball's Collision Shape attribute "Rectangle" rather than "Circle" - this combined with your tip @firemaplegames and I think I am back on course.
  18. My Ball Stops Bouncing!!!

    froamer
    by froamer · May 2010
    @firemaplegames - many thanks for telling me that key phrase "Constraining will override all collisions."
  19. My Ball Stops Bouncing!!!

    firemaplegames
    by firemaplegames · May 2010
    Constraining will override all collisions.
  20. Interpolate Based Timer

    firemaplegames
    by firemaplegames · May 2010
    So, in your spawned Actor, create two Attributes:
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