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(solved - stupid question :P) Integer vs Real attribute when it come to adding
by KIIVIIN ·I got an rule that says every 3 seconds att +1 to an real attribute. -
Passing Values to other objects possible?
by Hopscotch ·(Quote) -
Passing Values to other objects possible?
by imjustmike ·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 -
Update 1.24.42 is available
by drizzling ·@68kStudios ah! My carrot, which is X in you case.. Is a game attribute!! Not a table attribute! -
Saving actor .self attributes
by tatiang ·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 -
Saving actor .self attributes
by OrvilFox ·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 -
Passing Values to other objects possible?
by crestwoodgames ·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. -
Passing Values to other objects possible?
by tatiang ·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. -
Passing Values to other objects possible?
by tatiang ·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 -
Passing Values to other objects possible?
by imjustmike ·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 -
Update 1.24.42 is available
by wilsongalucho ·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 -
Update 1.24.42 is available
by AlchimiaStudios ·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. -
Update 1.24.42 is available
by 68kStudios ·(Quote) -
How to make an actor follow another actor
by imjustmike ·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). -
How to add buyable skins to my new game?
by JScott ·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 -
swaying trees and falling leaves?
by Hopscotch ·@Socks' thread here may help: http://forums.gamesalad.com/discussion/75220/fast-constrain-linkmachine-v2/p1 -
Drag & drop actor by touch? (rpg inventory solution)
by KIIVIIN ·(Quote) -
swaying trees and falling leaves?
by PixelPun ·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 -
spawn actor from different places
by imjustmike ·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 -
Drag & drop actor by touch? (rpg inventory solution)
by imjustmike ·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.