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  1. Heads up for 1.25 release

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    (Quote)
  2. Cycle through a list of numbers without repeating until the end.

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    (Quote)
  3. Bounce Backwards with Enemy Collision?

    kevinwynns
    by kevinwynns · March 2016
    forward motion setup as a Linear Velocity Constrain Attribute. So I'm thinking I need to temporarily stop the forward linear velocity and replace it with a quick, short backwards linear velocity....
  4. Anyway to make VectorToAngle 0-360 degrees?

    Socks
    by Socks · March 2016
    Stick %360 at the end of your equation or attribute.
  5. Cycle through a list of numbers without repeating until the end.

    Armelline
    by Armelline · March 2016
    I favour doing this with a text attribute rather than the overhead of tables. Same principles, though.
  6. Heads up for 1.25 release

    Dues
    by Dues · March 2016
    It does for me.. If I just place an actor with a change attribute self motion linear vel X to 100 the movement isn't smooth
  7. Heads up for 1.25 release

    Dues
    by Dues · March 2016
    (Quote)
  8. Heads up for 1.25 release

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    (Quote)
  9. Heads up for 1.25 release

    Dues
    by Dues · March 2016
    That won't help me much (although I already tried that) since even a new simple project with a control camera and a change attribute still isn't smooth. I'll send you a project file so you can test on
  10. Help with kerning (spacing) display text

    RowdyPants
    by RowdyPants · March 2016
    In the actor showing the score variable create a self.Divisor attribute (integer). Drag out 3 instances of that actor where you want your 3 numbers. Go into each instance change its self.Divisor to
  11. More efficient way of coding this..

    KevinCross
    by KevinCross · March 2016
    Maybe I went with Constrain to cater for instances where the player is playing during the crossover of day 99 and day 100. Change Attribute would work just as well. The rule should only ever fire when
  12. More efficient way of coding this..

    3absh
    by 3absh · March 2016
    I'm assuming the otherwise method is more efficient as it is executed only once every 100 days in the game (about 5 hours of gameplay) rather than the constrain which is constantly executed?
  13. More efficient way of coding this..

    3absh
    by 3absh · March 2016
    Constrain Attribute: self.Image = "ghost_image_"
  14. Heads up for 1.25 release

    Socks
    by Socks · March 2016
    Hopefully we can return to degrees, as degrees are used everywhere else in GameSalad, it's odd to use degrees for things like an actor's Rotation attribute, the Rotate behaviour, Angular Velocity and
  15. Heads up for 1.25 release

    jonmulcahy
    by jonmulcahy · March 2016
    I did the test slightly differently before I got to the bottom. let me do it using change attribute next.
  16. Heads up for 1.25 release

    Socks
    by Socks · March 2016
    In older versions (pre-1.24.39) - if you were to use a change attribute to change an actor's Angular Velocity, to 100, and use a Display Text behaviour to display Angular Velocity's value, you would g
  17. More efficient way of coding this..

    KevinCross
    by KevinCross · March 2016
    (Quote)
  18. More efficient way of coding this..

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    (Quote)
  19. More efficient way of coding this..

    KevinCross
    by KevinCross · March 2016
    ..Constrain Attribute: self.Image = "ghost_image_"..floor(scene.Backg/100)..".png"
  20. More efficient way of coding this..

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · March 2016
    Here is what we know. When you use a change image behavior like that all those images are loaded on start of the scene, even if preload is unchecked. It is best to use a change attribute and call the
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