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  1. (solved - stupid question :P) Integer vs Real attribute when it come to adding

    KIIVIIN
    by KIIVIIN · January 2016
    I got an rule that says every 3 seconds att +1 to an real attribute.
  2. Passing Values to other objects possible?

    Hopscotch
    by Hopscotch · January 2016
    (Quote)
  3. Passing Values to other objects possible?

    imjustmike
    by imjustmike · January 2016
    For example, if I'm building a castle defence game, I will have a castle with health. In that castle I'd have a rule that every time an enemy hits it, remove health. The issue is that if multiple enem
  4. Update 1.24.42 is available

    drizzling
    by drizzling · January 2016
    @68kStudios ah! My carrot, which is X in you case.. Is a game attribute!! Not a table attribute!
  5. Saving actor .self attributes

    tatiang
    by tatiang · January 2016
    You'll need to use a table to store those values. There's no way to save an actor's self attribute value except with a Save Attribute behavior and a Load Attribute behavior. The whole point of table
  6. Saving actor .self attributes

    OrvilFox
    by OrvilFox · January 2016
    I have many actors, each one generate a random number and store them on themselves (Not a . game nor .scene attribute, because they are too many, I'm not creating 100 attributes to store every single
  7. Passing Values to other objects possible?

    crestwoodgames
    by crestwoodgames · January 2016
    As for not having a bunch of rules per collision. I could be wrong, but I thought with box2d when you collide with an object that is set up for collisions you could store the object id.
  8. Passing Values to other objects possible?

    tatiang
    by tatiang · January 2016
    The idea of a single actor that detects collisions for all other actors would still require ten prototypes unless the whole collision detection routine is rewritten by GameSalad, inc.
  9. Passing Values to other objects possible?

    tatiang
    by tatiang · January 2016
    it a collision rule tied to a table cell using attributes for the row/column, and then copy or spawn that actor a bunch of times, you've only created one rule. The fact that you have 4 balls or 40 d
  10. Passing Values to other objects possible?

    imjustmike
    by imjustmike · January 2016
    that it's a shame that the engine can't detect collisions in this way. It'd be useful to know how many collisions from the same type of actor were happening, so you could just multiple the damage by
  11. Update 1.24.42 is available

    wilsongalucho
    by wilsongalucho · January 2016
    I came across a bug with my game ... basically a simple rule such as ... when press change attribute to attribute - 100 ... This rule would get stuck after a few presses... I managed to fix it by c
  12. Update 1.24.42 is available

    AlchimiaStudios
    by AlchimiaStudios · January 2016
    I think I might be noticing the rule triggering issue with some recent logic too now. Seems to get stuck, but if i make a way to force the attribute to re-trigger it's state it starts working again.
  13. Update 1.24.42 is available

    68kStudios
    by 68kStudios · January 2016
    (Quote)
  14. How to make an actor follow another actor

    imjustmike
    by imjustmike · January 2016
    Create global real attribute called hero_x and hero_y then constrain them to the x and y position of your first actor (the hero).
  15. How to add buyable skins to my new game?

    JScott
    by JScott · January 2016
    To change the skin of a character you can either spawn a new (copied) actor with the new images, or just use the change image attribute. You can also manipulate the actors image through the change att
  16. swaying trees and falling leaves?

    Hopscotch
    by Hopscotch · January 2016
    @Socks' thread here may help: http://forums.gamesalad.com/discussion/75220/fast-constrain-linkmachine-v2/p1
  17. Drag & drop actor by touch? (rpg inventory solution)

    KIIVIIN
    by KIIVIIN · January 2016
    (Quote)
  18. swaying trees and falling leaves?

    PixelPun
    by PixelPun · January 2016
    If I was doing this I think I would start with just one branch and constrain the movements to a certain area of the scene, then copy that actor and play with the attributes to get different movements
  19. spawn actor from different places

    imjustmike
    by imjustmike · January 2016
    below the edge of the screen, change their y attribute to the top of the screen and again change their x attribute to something random. This way the same rain drop will fall forever and you won't hav
  20. Drag & drop actor by touch? (rpg inventory solution)

    imjustmike
    by imjustmike · January 2016
    It's a couple of things all together. You want a snap to be be able to drag and drop actors based on touch - that easily done by constraining the actor's position to mouse position.
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