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I have a real PROBLEM! FMG,scitunes,tshirt
by firemaplegames ·You need to keep track of the main player's X and Y positions in global game Attributes. -
Animation switching/swapping
by jonmulcahy ·change attribute can be anything, it just depends on the attribute type you're using. If it's a boolean, you'll use true/false. If it's an integer, use 0 or 1. -
Animation switching/swapping
by QuinnZoneStudios ·I have several animations that I'm switching between. I've looked at the platformer template demo and the entries in the forum here about change attribute behaviors and Boolean attributes. Well it see -
How to make actor point in direction it is traveling
by Eastbound ·Is there no way I can constrain the rotation to simply a 'direction' attribute? (though there isn't one) -
Question about Touch Drag and Drop
by TwilightHunter ·When I say to constrain the self.Position.X/self.Position.Y to the touches, it asks which touch to constrain to (Touches 1, 2, 3, 4 etc) -
am I doing unlock levels correctly? it works but...?
by synthesis ·I believe there is also a visible boolean attribute switch in the actor's graphics attributes...haven't used it yet myself. I assume it makes it visible or not visible. Not sure if it makes the rule -
MUSIC ?
by synthesis ·Control Music Audio in the Attribute Browser under: -
How do I use the keyboard fmg made to save the name you type in?
by rebump ·If FMG is storing the letters as a single string, there is likely a game attribute he is storing it in that you can use. -
How do I use the keyboard fmg made to save the name you type in?
by rebump ·I think FMG was joining the letters entered to make a string (since he mentioned some issues with the spacebar), so if so, he probably is storing it in a game attribute. -
Making a collision bounce straight up.
by rebump ·If you alter the velocities as above, you probably won't even need to mess with the X position (i.e. no need to constrain it). -
How do I use the keyboard fmg made to save the name you type in?
by giacomopoppi ·what you could do is create about 10 attributes -
Decrease timer value
by Forte ·I want to have zombies spawning around the map, but I want my timer rule, which says every 3 seconds, spawn "Zombie" actor. Can i have that every minute or when a attribute gets to a -
Problem with Timer
by scitunes ·this is what I am currently using, but I want this game to be "endless" at least in theory. If I can have a timer with an attribute that changes then I can have a system that makes t -
Making a collision bounce straight up.
by rebump ·Well, create an actor attribute (call it "LastXBeforeCollision" or something) that is integer (or real) and you use the "Change Attribute" behavior to save the & -
Making a collision bounce straight up.
by adecker ·OK, thank you but could you go more in debt on the save it to an attribute part? sorry i just started yesterday -
Making a collision bounce straight up.
by rebump ·In that rule (which fires upon collision), add a "Constrain" behavior to constrain the actors "X" position (i.e. self.Position.X) to the current value from the same -
Making a collision bounce straight up.
by rebump ·Constrain the X position of the colliding actor(s) to their last known X position upon collision? -
am I doing unlock levels correctly? it works but...?
by rebump ·Sounds like you may need to move the "Load Att" behavior for "UnlockedLevels" attribute to like the title screen so it is ready well before the level select screen -
Making a collision bounce straight up.
by adecker ·I have tried everything i know how to do with collisions, but no matter what it shoots the actor in off the way where the collision happened. Any help anyone could provide would be nice! (Image) -
am I doing unlock levels correctly? it works but...?
by StormyStudio ·There is an unlockLevels integer game attribute.