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  1. More efficient way of coding this..

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

    KevinCross
    by KevinCross · March 2016
    ..Constrain Attribute: self.Image = "ghost_image_"..floor(scene.Backg/100)..".png"
  3. 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
  4. How to add a save game option help

    andre_ovstedal
    by andre_ovstedal · March 2016
    Save attribute
  5. Heads up for 1.25 release

    Icebox
    by Icebox · March 2016
    . > @Approw said:
  6. Heads up for 1.25 release

    Approw
    by Approw · March 2016
    @Icebox Try to constrain the camera to the player instead of using the control camera behaviour. Maybe this will solve your issue for now?
  7. How to control the amount of times an actor spawns?

    MentalDonkeyGames
    by MentalDonkeyGames · March 2016
    Create a game attribute, call it spawncount.
  8. help needed for actor movement

    DeadpoolBro13
    by DeadpoolBro13 · March 2016
    (Quote)
  9. How to make your background change after you lose?

    tatiang
    by tatiang · March 2016
    Import a bunch of images named background1.png, background 2.png, etc. Then have a behavior in an actor that is as large as the scene that does Change Attribute self.Image to "background&
  10. help needed for actor movement

    Braydon_SFX
    by Braydon_SFX · February 2016
    (Quote)
  11. help needed for actor movement

    DeadpoolBro13
    by DeadpoolBro13 · February 2016
    (Quote)
  12. help needed for actor movement

    Braydon_SFX
    by Braydon_SFX · February 2016
    It would greatly help if we could see a picture of your rule(s) in your play button actor. I assume, as @tatiang has already mentioned, that there is an attribute that is not reset when the game ends,
  13. projectile actors following their shooter actor's Y

    Wonder Maru
    by Wonder Maru · February 2016
    I'm still not sure, but changing the movement of the shooter, from interpolation to a simple change attribute, seems to be improving the situation.
  14. Tap for sparkles..

    tatiang
    by tatiang · February 2016
    Then, in the animation actor, have an Animate behavior with however many frames/images. Have a rule that says When attribute self.Image is [name of last frame image filename] --> Destroy.
  15. Tap for sparkles..

    tatiang
    by tatiang · February 2016
    Then, in the animation actor, have an Animate behavior with however many frames/images. Have a rule that says When attribute self.Image is [name of last frame image filename] --> Destroy.
  16. help needed for actor movement

    DeadpoolBro13
    by DeadpoolBro13 · February 2016
    (Quote)
  17. Sneak Peek at Creator version 1.25 (Video)

    Socks
    by Socks · February 2016
    (Quote)
  18. Sneak Peek at Creator version 1.25 (Video)

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · February 2016
    It's all conditional. One as when I showed it being embeded in a rule it eliminated the need for a self lockout attribute. As to the animation frame you now don't need the rule and associated code. Ma
  19. Head banging stuff this rotating..

    MentalDonkeyGames
    by MentalDonkeyGames · February 2016
    The actors "rotation" attribute is an angle attribute, so it only goes from 0 to 360.
  20. Head banging stuff this rotating..

    Socks
    by Socks · February 2016
    "Flicks to 330” could mean anything. Same deal with 'rotates to -30', this could be indicative of a hundred situations, maybe you are constraining an attribute that decreases in value and the
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