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A lot of actors vs. A lot of edited instances
by MarkOnTheIron ·Let's say I have a puzzle game with 100 levels and on each level there's a message on the end that say "You completed the game in xxx seconds". Which is better: to have 100 different -
Reset scene without stopping music?
by firemaplegames ·keep a global integer attribute called currentLevel. -
Destroying Actors
by ccbx4321 ·It may be easier for you to use the "change attribute" behavior instead of the spawn in this instance (you can do this with spawn, but I think changing the actor's position will be e -
Actor drop like dice
by firemaplegames ·create an integer attribute in the dice actor called myNumber. -
Need to be good at maths :) Directional Animation
by scitunes ·get it pointing I have had the best luck with a constrain attribute to constrain the rotation to the attribute I created. The 3 rotate behaviors didn't work right for me. And for some reason I had to -
What rules for tapping button to shoot versus holding down?
by firemaplegames ·create a global boolean attribute called OKToFire or something like that, set it initally to true. -
A lot of actors vs. A lot of edited instances
by MarkOnTheIron ·In my case it's about an actor that display a text related to an attribute. I want to display 40 to 50 attributes in various scenes, can I use the same actor and manually chance the attribute in its i -
Great so far, lots of suggestions anyway
by BeyondtheTech ·1. Search function: be able to search for use of a particular attribute or a name of a Rule, Group, Action, or Behavior you set up. -
What am I doing wrong?
by firemaplegames ·Create two attributes in the toggle button: -
What am I doing wrong?
by MarkOnTheIron ·I was working on the setting page and testing with a text actor to see if it change the attribute and the image, but it does nothing. -
Uh oh.. am I SOL?
by MattVollet ·I wasn't using an attribute but I was loading files into the project when it happened. -
Updating text
by robz ·You have probably put the display text inside the timer on the "after" setting. You need to create a game attribute and increment that with the timer. Then you can use display text t -
Uh oh.. am I SOL?
by micah ·Did this happen to you when you were using the Save Attribute / Load Attribute behaviors? Maybe this is a bug that has to do with that... Let me know if you figure anything else out. -
Random Behaviour
by firemaplegames ·make a new integer attribute in the machine gun actor called myRandomDirection or something like that. -
Ack, everything just broke! Corrupt project file?
by micah ·I just added some actors that use Save Attribute and Load Attribute (it's the first time I tried using them). When I tries previewing the game, it just showed white, so I figured I maybe had some erro -
Attribute Folder type thing
by Forte ·Is there a way to avoid attribute clutter by making little folders like some of the attributes already in the gamesalad project. -
Piball paddles... need to rotate on edge not center??
by jermerqua ·Thanks all. In the end I ended up using change attribute actor.Y -- Now when I rotate I also move the paddle UP at the same time. It's a little wonky but works for my purposes. -
Mixing text and variables
by firemaplegames ·you could make a global text attribute that would have the spaces in it... -
Giving my actor the right rules
by scitunes ·Constrain the X and Y position of this actor so it cannot move, but this will not stop rotation. -
Touch registering on both overlapping actors
by scitunes ·The other work around is to use invisible actor to trigger game attributes. Then you can change the size of the invisible actors without changing what they player actually sees. So instead of a rule i