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A lot of actors vs. A lot of edited instances
by rebump ·For the post above, I would have one actor prototype that displays the "You completed the level in XXX seconds." message. Then just have an instance of that actor prototype per leve -
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.