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  1. Trying to Make Timer, Running to Slow

    JoshKahane
    by JoshKahane · December 2009
    I currently have a game attribute: Timer.game
  2. Drag and drop issue

    firemaplegames
    by firemaplegames · December 2009
    i would set a global boolean attribute called "isDragging" or something like that.
  3. MATH Gods needed! Mere mortal in trouble (again)!

    stanimation
    by stanimation · December 2009
    Hey scitunes, no way am I a math wiz. In fact I suck at math. But I did a little test that was easy and seemed to work. Try this: Create an actor with a timer attribute. Set it for every 0.01 seconds.
  4. Throwing or Flicking an Actor - DEMO

    firemaplegames
    by firemaplegames · December 2009
    you could have a global boolean attribute called "hasCrossedLine", leave it set to FALSE.
  5. Mini Map Tracking issue

    scitunes
    by scitunes · December 2009
    You can still make their positions random. You could place each actor offscreen from the start. And give them a rule that changes their x and y using a change attribute - just set it to random. You wo
  6. Mini Map Tracking issue

    scitunes
    by scitunes · December 2009
    X and Y for each bad guy. Then in in bad guy1 I constrained game.badguy1x to self.position.X and game.badguyy to self.position.Y and same for badguy 2 except game.badguy2x and game.badguy2y and so on
  7. car with suspension

    scitunes
    by scitunes · December 2009
    You could create a wheel-less car and constrain the X&Y of the wheels to the car. Not sure how to adjust the springyness of the wheels, but they would be able to rotate on their own.
  8. how to make a cannon variable fire strength

    firemaplegames
    by firemaplegames · December 2009
    so you will need 4 attributes in the bar Actor:
  9. How to have an actor follow another actor with rotation?

    Eastbound
    by Eastbound · December 2009
    I believe I found it. You would simply constrain your following object's rotation to:
  10. Game Crashing for no apparent reason [SOLVED]

    Eastbound
    by Eastbound · December 2009
    I have an object player that causes the game to crash, simply from constraining two global variables...
  11. V is for Vortex 1.01 is out!

    jonmulcahy
    by jonmulcahy · December 2009
    I've that button just sets a attribute I created to 1 (pause attribute)
  12. Slow down/ stutters

    tollhousestudio
    by tollhousestudio · December 2009
    i'm trying to reduce a lot of things instead of changing my image sizes, like constraining the house colliders instead of spawn at position and move with the house. I got constrain working but becaus
  13. Can someone help me understand the physics system a little better?

    Cobra
    by Cobra · December 2009
    Density doesn't (and as scitunes says, shouldn't) affect an actor's rate of falling due to gravity. But it does affect how actors move in response to collisions with each other, due to conservation o
  14. crawling

    jonmulcahy
    by jonmulcahy · December 2009
    i'd use an attribute to help out
  15. Spawning and destroying actors

    thecompany
    by thecompany · December 2009
    Attribute self.PositionX > (game.Character Position X)+480
  16. Gravity Change

    firemaplegames
    by firemaplegames · December 2009
    yes, you can easily set the gravity of a scene to be positive or negative, in the Scene Attributes, you can set it to 500, or 1000, or -100 or whatever.
  17. Constant movement question

    firemaplegames
    by firemaplegames · December 2009
    Create an attribute inside the actor (integer) called "myDirection".
  18. Drag and Drop

    firemaplegames
    by firemaplegames · December 2009
    have an attribute in the actor called "dragging".
  19. How to have an actor follow another actor with rotation?

    billpaterno
    by billpaterno · December 2009
    the main actor so I had to offset the X position Constrain Attribute. This looks fine going side to side, but when my main actor rotates, the emitter no longer is directly behind the main actor. I am
  20. Actor cant go out of the shot

    scitunes
    by scitunes · December 2009
    Here is another approach. This one doesn't use as much math. Create an actor that is 320 tall. Constrain its x position to cameraX-160. Set this actor to collide with your player. So when your player
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