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Shooting right spell working, but shooting left not
by MillerEP ·Since it looks like you're only doing this as a boolean of "facing right" true or false, than do you have a attribute inside the spell actor that also uses that? Sort of like in the -
Increase the number of enemies spawned based on score
by butterbean ·--Change Attribute: self.CurrentSpawnRate = game.SpawnRateTimer -
Shooting right spell working, but shooting left not
by scitunes ·then do this again but with the other attribute for the other direction -
Increase the number of enemies spawned based on score
by CodeMonkey ·Attributes Needed: -
Shooting right spell working, but shooting left not
by butterbean ·I'm going to try and upload a screenshot of my rules, and perhaps someone can help, but I used my player's attribute, self.facing left for my left spell rule and placed a rule: -
Build an in game mini-map
by JGary321 ·to spawn a dot also. Can be done using game attributes. Or keep in mind that 1 actor instance CAN directly affect another actor instance. So you could just have it change an attribute on the map dot -
Build an in game mini-map
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 Spawn Actor Map Dot. -
Build an in game mini-map
by Toby ·Well the objects you're spawning is really just another actor with it's own set of behaviors. If you have a maximum of 5 spawning enemies you could create 5 sets of game.attributes (X & Y) wit -
How to make an actor pace back and forth but flipping animation
by butterbean ·I'm thinking I would have to change the rules around a bit, like keep the velocity, but under timer, and somewhere near the change attribute: Self.motionlinearvelocity x to -" " put -
Build an in game mini-map
by Kamazar ·Constrain the position of the red dot to the position of the player in the playing field dividing it by the scale of the map. That didn't come up too clear. To clarify. -
Collision Problems? Maybe..
by JGary321 ·I have archer (actor 1) who spawns a range actor (actor 2, it's constrain to x,y of actor 1). Then I have a line of mobs (actor 3) come toward the archer. The archers continue to attack and spawn arro -
Countdown Timer
by superNES ·1) Create an integer attribute in your actor called "Timer" and set it to 100 -
Jump help, player keeps floating
by butterbean ·So the Jump up rule is here: (This is jumping straight up, and includes an attribute (selfontheground) which is boolean -
Jump help, player keeps floating
by Kamazar ·Create a boolean attribute called "ground"... -
Enemy respawn, repeated kill issue?
by CodeMonkey ·Reason: If you are constraining a position of an actor, all you are telling it to do is redraw the actor at that position every frame. If there are acceleration forces on that actor(gravity, accelerat -
Enemy respawn, repeated kill issue?
by Toby ·Enemy has a (boolean) game attribute applied called enemy1die (true = die and respawn... obviously) -
Illusion of depth using actors as layers
by MillerEP ·Sounds a bit like you can just constrain the back image to the top image with a slight offset and/or just map it to the same key and then make it's speed slightly slower. There is a drag feature as w -
Are Iphone D-Pad controls available for jump and shoot?
by CodeMonkey ·-- Change Attribute: game.IAmPressingButton1 = true -
Are Iphone D-Pad controls available for jump and shoot?
by butterbean ·So I should create a boolean attribute for each of the movements, move left, move right etc, and also, keep the keyboard movements in the actor for testing purposes on the computer as well right? -
Are Iphone D-Pad controls available for jump and shoot?
by quantumsheep ·Firstly, you'll need to define some variable for the movement you want in the Attributes window.