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repeat rolling movement
by Dooki ·- Create a "Barrel counter" attribute in game level. INTEGER? REAL? -
can someone help with a "Touch to move" problem - Thanks
by JamesZeppelin ·constrain game.movex to game.Touches.Touch 1.X -
Random Chance Rule
by BeyondtheTech ·Instead of having to 1. create a local temporary Actor Attribute, 2. assign it with `random(1,100)`, then 3. perform a Rule `if Actor.RandomTemp > 75 then xxxxx`, it would be nice if you could -
Load/Save tagged Attributes
by BarkBarkCo ·`tag.actor.attribute` -
Attribute monitoring during editing for debugging purposes
by BeyondtheTech ·Instead of creating temporary Actors and placing text, the user should be able to query the GameSalad Editor to display or monitor values of Attributes at any time in a separate "Console& -
How to keep one actor on another while moving
by Cap ·I tried something different without the use of constrain attributes: -
Load/Save tagged Attributes
by BeyondtheTech ·To expand further on the Load/Save Attribute Action, it would be great if GameSalad would save and load a bunch of Attributes based on a Tag or other grouping feature. That way, it could ensure that -
Inter-actor "communication" ?
by rebump ·Actors can also communicate by sharing game level attribute(s) but this method gets trouble prone if more than two actors can share the "communication" game level attribute(s). If t -
Inter-actor "communication" ?
by Ignis ·So, can actors "communicate" certain information between them upon a Rule execution, such as a collision? For example, when Actor1 collides with Actor2, can Actor1 "grab& -
Load/Save Attribute - Setting the "KEY" Value Tweak
by rebump ·out of an expression so we can use attributes and concatenation. -
Copy and paste actor from one scene to another
by rebump ·On a related note: fixing current copy/paste of prototype actors. If you copy a prototype actor with custom attributes (that are actually used in the behaviors) and then you try to delete one of the -
Display Text behaviour doesn't display text.
by BarkBarkCo ·there is a sneaky way to force GS to allow multi-line text when using expressions. create a game text attribute and setting it to Option-Return. this gives you an attribute you can plug in any time yo -
completely stop actor from moving when tapping a button
by scitunes ·When touched is pressed spawn non moving version of the actor and destroy the moving version. You can NOT change any physics after a scene has been loaded so don't put those into change attribute beha -
completely stop actor from moving when tapping a button
by iPhoneDevForMe ·I currently have the rules set up with a boolean game attribute called moving. If moving is true, accelerate (the direction of course is based on the accelerometer). When my button is tapped, change g -
Angle of direction and rotation? Am i correct?
by scitunes ·If you are using the joystick demo as a starting point the beach ball travels at the angle determined by the joystick (they call it game.angle). So all you need to do is use a constrain behavior in th -
How to keep one actor on another while moving
by scitunes ·It sounds like you just need to constrain the X and Y of one actor to the other. Basically you create two game integer attributes (playerX and playerY). -
iPad must provided for all supported orientations
by JCFord ·You must all know by now that you set each scene to auto rotate to your 2 chosen orientations in each scene attribute. But even when people have done this, they are getting caught out by Apple, becaus -
Attributes don't work??
by ck ·Based on the colours pressed, the number of them, and the order in which they are pressed, an Attribute (color) is set to: blank, red, blue, etc. -
actor interaction and scene transition
by VoidedSky ·*For: The timer will do the action for 7 seconds, EX: accelerate is in the timer, it will accelerate for 7 seconds, then stop. If there is a change attribute in the timer, it will change the attribute -
Random function work around