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  1. Countdown Timer

    MillerEP
    by MillerEP · August 2009
    The best method is to create an attribute titled timer and then constrain that attribute to Self.Time and use that to keep track of things, this way if you reset anything the Game.Timer doesn't matter
  2. Are Iphone D-Pad controls available for jump and shoot?

    MillerEP
    by MillerEP · August 2009
    What he is saying by it's all or nothing, he is referring to the Scene Attribute titled "Uses Direction Pad" which means that by default there will be a D-pad on your scene, that use
  3. Disappearing and Reappearing Platform

    MillerEP
    by MillerEP · August 2009
    Have you tried constraining the platform to the X, Y coords of the previous object? or much simpler, if you're trying to make something be collidable, non-collidable, and collidable again in the same
  4. New version of GameSalad changing constrain attribute areas

    butterbean
    by butterbean · August 2009
    I noticed when I updated to the latest version of GS that where I've placed my constrain attributes on animations and characters has slightly changed, any reason for this?
  5. Countdown Timer

    scitunes
    by scitunes · August 2009
    what if you create your own game attribute called timer (or anything) and do a change attribute timer-1 every second with a timer. Will that be reset? It seems to be (though a bit inconsistently)
  6. Countdown Timer

    retired_ffbabbfd1decfe5998d583c84e0f8f18
    by retired_ffbabbfd1decfe5998d583c84e0f8f18 · August 2009
    So you could try to spawn an actor and constrain its self.time to a global variable...
  7. Countdown Timer

    mercypark
    by mercypark · August 2009
    when attribute game:time = 30 change scene to (the game over screen I created)
  8. Collision Problems? Maybe..

    JGary321
    by JGary321 · August 2009
    When Tower collides with CPU Attack then change attribute
  9. Reset Game behavior seems glitchy

    scitunes
    by scitunes · August 2009
    I created a game attribute called timer (integer) and set it to 150 (if I remember correctly) and created a rule with a timer so that every second the game.timer is changed to game.timer-1
  10. Cant get my actor to go through a death sequence before moving back to start.?

    Toby
    by Toby · August 2009
    - Created a global game attribute called 'player die' (boolean)
  11. Disappearing and Reappearing Platform

    CodeMonkey
    by CodeMonkey · August 2009
    Have you also tried controlling all collisions with your platform in your platform actor?
  12. Pathfinding Routines

    Toby
    by Toby · August 2009
    Have a reasonably good technique for creating enemy path movement and behaviour. Create your enemy character and 2 or 3 circle graphics. Constrain the 2 or 3 circles to your enemy XY character first,
  13. New Gamesalad 0.4.7 Everyone!

    daxx2k
    by daxx2k · August 2009
    String type attributes with no initial value no longer are removed when saving project
  14. Pathfinding Routines

    Toby
    by Toby · August 2009
    I have a rough solution. Basically create a game Boolean attribute first.
  15. Countdown Timer

    mercypark
    by mercypark · August 2009
    I'm Trying to display a countdown timer. I have created a change attribute rule that displays the text of the game:time but it doesn't reset with the game and it starts when the menu screen starts not
  16. How do I make an actor impervious to gravity?

    CodeMonkey
    by CodeMonkey · August 2009
    --Constrain its position to game attributes. The usual GPS stuff.
  17. memory/save bug...

    harrio
    by harrio · August 2009
    the wonderful head chef diagnosed my problem. with text attributes, you cannot have the initial attribute, global or local, be a nil value or empty. for my game.enemy_direction value, it could be eith
  18. How do I make an actor impervious to gravity?

    MillerEP
    by MillerEP · August 2009
    You could have your ship have 2 "change attribute" features, one titled "ship X pos" and one for "Ship Y pos" and you can constrain that actor to
  19. Tower Defense style targeting

    CodeMonkey
    by CodeMonkey · August 2009
    I can only think of one method right now, but it includes a few rules and game attributes. But it kindof works only for one tower, or one instance of a tower per prototype.
  20. Tower Defense style targeting

    JGary321
    by JGary321 · August 2009
    have no idea how to do this. I have tried constraining the mobs attribute, but it only fires at the 'first' mob. It won't fire at any other mobs even if the first is not in range anymore. I need a wa
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