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Rats Of The Maze - Play and give feedback.
by rdcube ·I created a text attribute called 'direction'. All I do on every event is change the attribute to 'left,right,up,down' and reset to 'still' when is not moving, however, I do need to be able to fire w -
How to move enemy randomly and random size
by Cobra ·To clarify: You can create your own attributes, like "OnFire" or "HasCheezburger" or "randomSizeFactor," for any of your actors. Just click the -
How to move enemy randomly and random size
by sdpardue ·After you create the Attribute for your Actor, you'll find it in the Expression Editor at the "top level" of the Actor Attributes, usually just below Tags and above Motion and Physic -
Lock Actors together
by CodeMonkey ·On the wheels where you constrain the position attributes, add the offset there. -
How to move enemy randomly and random size
by sdpardue ·randomSizeFactor is an Attribute you define for the Actor. -
Lock Actors together
by Tomaff ·Tried using the how to in the first post. When i go to preview i get a scrambled screen. Then when i return to the editing screen the constrain attribute for the follower has been clear of the text en -
Get the best performance out of your iPhone/iPod using GameSalad
by quantumsheep ·1. Make collisions rectangular, not circular where you can. -
How to move enemy randomly and random size
by CodeMonkey ·2. use the random function in the expression editor and then do a Change Attribute on the width and height of the actor. -
about looping BG or other design elements
by CodeMonkey ·In the Scene Attributes ( http://gamesalad.com/wiki/scene_attributes ), change the Size.Width to the same width as your sand actor. Also change the Wrap X boolean attribute to true. -
Constraining movement to the camera
by CodeMonkey ·You could create an actor that constrains the values of the camera origin to game attributes(game.CamOriginX and game.CamOriginY). You would need to add the actor to the scene and then edit this insta -
Gustav of The baltic sea beta 2 levels TEST IT
by Jaxter ·http://gamesalad.com/game/play/5734 Fixed.. i am was an idiot , because " change Attribute game.score to 0 was right but i had "game.score to game.score0" and no one can s -
Constraining movement to the camera
by MonjiO ·The next step was to limit the player's possible X values. To do this, I made an actor with the behavior Constrain Attribute, setting the actors X and Y values equal to the game's display size. I th -
Build a Thumbstick control
by Toby ·Having an issue where whenever a game.attribute (shoot or thrust) is called the ship snaps to pointing left rather than using the current rotation angle of the ship to emit particles or spawn bullets. -
Adding a dot on a minimap for multiple spawned enemies
by Toby ·I'm not sure if the spawning method will work because if the enemies are all spawned off the same actor and they share a game (global) attribute which changes Eg: this enemy has been shot.... they all -
Why each update is worse than previous?
by LARS ·I love you guys…but I must ask you "What's a hell is going on?" When 0.4.6 update was released you've changed physics: collisions and "Change velocity" behavior beg -
drag and drop doesn't work :(
by Cobra ·- constrain self.Position X to mouse.Position X -
drag and drop doesn't work :(
by Cobra ·I'm afraid there is no magic power in naming an attribute "DragAndDrop." (Image) -
Adding a dot on a minimap for multiple spawned enemies
by JGary321 ·You NEED 1 actor. Create however many instances you need. Same with the dots. They are all based off 1 actor, with multiple instances. On the actor you put a constrain to the game.attribute x, y that -
Adding a dot on a minimap for multiple spawned enemies
by scitunes ·3) Does the constrain attribute behavior go on the dot actor? ie what behaviors go on the dot actor? -
Adding a dot on a minimap for multiple spawned enemies
by JGary321 ·I do something similar for HP bars in my game. This is the easiest way. In the actor Constrain the units X/Y to a game.attribute. Then in the unit create a rule that Spawns Actor - Map Dot.