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Attributes don't work??
by 2004184 ·I have these attributes: ChangeColour, GameScore and ChangeExample. -
ORIENTATION BUGGING OUT???
by CodeMonkey ·I only suggested the black screen fade out as a temporary work around. You could even just use a Change Attribute to change the Alpha on that black screen actor to 0 right after the auto-rotate finish -
FREE GAME CODES for Jumpo! 1.1 lots of em....
by design219 ·Hey Blade, I downloaded the update, and rated and reviewed the new version. I didn't say this in the review, but I had the issue of the jumper not respawning on the cloud level. I let the countdown go -
Joystick Character relation
by synthesis ·Constrain the actor's self.rotation to whatever "driveAngle" the joystick is feeding to the game. However...only constrain when the "joystickIsGrabbed". Use a boo -
Save Game State
by chosenonestudios ·what he's saying is when your game boots up it would have to check what the last level you were on was, so you use the load attribute to load your saved "levels" and then whatever nu -
Post on Move vs Spawn
by SingleSparq ·I find on my older ipod when a collision occurs and the two actors spawn from that collision there is a slight delay (probably from checking the rules on the newly spawned actors). If move is the best -
how to use interpolate function?
by SingleSparq ·I haven't looked at using interoperate for this yet but am using a timer with change velocity and self.Motion.Linear Velocity.X - self.Motion.Linear Velocity.X change attribute to make the actor go ba -
Save Game State
by appeuphoria ·"Back on your menu, you would want to load the "levels" attribute every time the menu opens, so then you could have a button with the option of going to last level. This but -
Save Game State
by design219 ·You would need to make an attribute named something like "levels". -
Any help would be much appreciated.
by goliath ·-----Change Attribute game.PleaseCreateMyRandomSequenceNow To: FALSE -
Touch and walls
by efish ·I have a rule on the actor I want move when touch is pressed. Then I have a constrain attribute which states that self.Position.X To: max(min( game.Touches.Touch 1.X ,300),20) -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·constrain speed = magnitude(velX,velY).....when < 10.....then speed = 0 -
Obliteration HD approved!
by jonmulcahy ·2 attributes: turnLeft & turnRight -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by ORBZ ·Constrain the Speed to the magnitude(linear velocity x, linear velocity y) -
Accessing custom scene attributes?
by BeyondtheTech ·I'd like to set up some attributes that will change per scene. So, I go into Scene > Attributes > and add an integer attribute. -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·The sledgehammer would be a game boolean attribute substitution for the self. So if you want to report the value...gotta use game booleans until the self boolean bug is fixed. -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by firemaplegames ·Yeah, I took a brief look at it the other day. In the one Rule set, you have a Change Attribute, a Spawn Actor, and a Destroy Actor behavior "loose" inside that Rule. -
POSSIBLE BUG: Physics engine appears to NOT allow 0 velocity - creates "quiver"
by synthesis ·to a display text field. If the boolean attributes are game attributes...they appear to report correctly. But self boolean's do not. The rule structure is fairly simple inside the actor in the 2nd -
Any help would be much appreciated.
by firemaplegames ·GameSalad does not have an Array data type, so you will have to make a separate Attribute for each step of the sequence, like this: -
Actor moving from left to right and right to left
by firemaplegames ·I see. If the Actor is moving Left to Right, you need to constrain the Y value.