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  1. Pop Up Menus

    Chaser
    by Chaser · May 2010
    I believe you could do something similar by making certain buttons appear when menu gets pressed change a game attribute to 1 then on those actors/buttons when that game attribute is 0 destroy then w
  2. Drag and Drop spawning...

    TouchTiltGames
    by TouchTiltGames · May 2010
    In addition to his tutorial I have a game.triggerjump Attribute on the jumping actor and on the Actor 1 button.
  3. How to make moving object move with another player controlled object?

    scitunes
    by scitunes · May 2010
    In the shield create an integer attribute called backandforth.
  4. endless scrolling background?

    sonicfire
    by sonicfire · May 2010
    Little question: i noticed the graphics -> "horizontal wrap" attribute, and when i set it to tile, it still doesnt repeat itself when applying constant velocity.
  5. Spawning actor behind another actor (shadow)

    nulo
    by nulo · May 2010
    you could make a different actor for the collision, but it would need the constrain also, and constrains suck for frame rates AND they have a small lag. so if you actor moves really fast, the one that
  6. Skislope curve instead of triangle shaped

    Strobanik
    by Strobanik · May 2010
    i tried to do a little picture of what i mean. imagine you can move the two squares at the bottom in the X angle. the attribute shows up in the square. When moving the left square it increases in a &a
  7. Skislope curve instead of triangle shaped

    Strobanik
    by Strobanik · May 2010
    Is there an easy way to make an attribute increase its value in a skislope way, higher and higher steps so to say.
  8. R-Type style split screen deathmatch!

    scitunes
    by scitunes · April 2010
    could use a timer with random that switches an attribute called game.Attack. When game.attack is true have the enemy accelerate towards you and fire at you and when game.attack is false have the bad
  9. Constrain an integer attribute to a tagged group of actors?

    DankStew
    by DankStew · April 2010
    set up an integer attribute
  10. Constraining an object to x,y and mouse drag

    joemauke
    by joemauke · April 2010
    Thats what I would like to constrain the drag to without it snapping. Not sure how this might be possible, but if some of you GS geniuses can figure it out Id be grateful.
  11. Accessing custom *scene* attributes?

    Ignis
    by Ignis · April 2010
    I wonder if I'm just blind and not seeing this in the editor? I can access all of the Game attributes and actor attributes (custom or built-in), but I just added a custom scene attribute and I can't
  12. Actor behavior depending on how long key is pressed

    Chaser
    by Chaser · April 2010
    Sorry I did edit up above and noticed you responded before I posted. I'm not home so I'm going based on theory. May want to put another timer or attribute on actor that jumps so it waits to jump until
  13. Actor behavior depending on how long key is pressed

    Chaser
    by Chaser · April 2010
    up so that for every .2 seconds +1 to a game attribute called charge jump. So then on actor when game.charge = let's say 10 then for 2 seconds accelerate let's say 600. And so on when game.charge
  14. Actor behavior depending on how long key is pressed

    Chaser
    by Chaser · April 2010
    Edit. You want a rule that when touch pressed change a game attribute interger to 1 and do an otherwise when released change to 0. Then on actor when game attribute is 1 then accelerate and when 0 do
  15. Constraining an object to x,y and mouse drag

    joemauke
    by joemauke · April 2010
    So all of the examples of constrain with drag and x,y constrain basically SNAP an object to the constraint. I want to be able to drag an actor on two single planes. if the actor were in the middle o
  16. I Got Neurons! - Web Game - suggestions?

    scitunes
    by scitunes · April 2010
    of GS being limited to rectangular and circular collisions.
  17. orbiting Particles.

    rebump
    by rebump · April 2010
    I guess if you offset the emission point of the particles to one side of the actor and then move them across the actor, it would sort of look like they were orbiting. Constrain a transparent particle
  18. Moving actors off-scene

    Ignis
    by Ignis · April 2010
    To do this, I have assigned the actor prototype an attribute "InitX" (integer). I hard-code that value in each individual actor instance to match its starting position in the scene..
  19. Killing an Actor after 5 on screen?

    nulo
    by nulo · April 2010
    what you could do to not shoot more than 5 bullets at a time would be create a attribute "bullet_num" and give each bullet a change attribute that adds +1 the the "bullet_nu
  20. viewer vs standalone app (saving and load times)

    nulo
    by nulo · April 2010
    apparently save attribute and load attribute don't quite work on the viewer. sometimes it works, sometimes it doesn't.
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