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Respawning actor after he's destroyed
by JGary321 ·For respawning you could probably have a game attribute called "player alive" & set it to 1 to start. When it's killed make it so it changes it to 0. Then Set a rule that wou -
Respawning actor after he's destroyed
by butterbean ·I've followed the tutorial on GameSalad and have a TOTAL LIVES game attribute added with 3 lives available. I also created a rule that once the actor is destroyed, to minus 1 in the total lives attrib -
Pause Tutorial
by JGary321 ·First thing you need to do is set a "Boolean" Game Attribute. I called mine "Game Paused". I have it set to 1 (so the game starts paused). -
Tower Defense
by JGary321 ·Quantum - Thanks that gives a great idea. I usually try to think outside the box, I just had no clue where to start for this on. Once we get round actors (i can do a temp one with square one) I can cr -
Tower Defense
by nulo ·also, i think theres a "bug" with collisions, where it only actually collides if the actor touches the edges of the other actor. -
Show game.time
by CodeMonkey ·You could create some real type attributes that store the game.time. Depending on when you define what is the end and start of the game you would add the behaviors: -
Change actor size based on screen location
by CodeMonkey ·I've done something like that using the Constrain Attribute behavior. -
Yum. Beta.
by CodeMonkey ·The accelerometer gives data in the form of X/Y/Z values. You can't test it with GameSalad Creator, but you can mimic it changing with some constrain attribute behaviors. -
How can I do this?
by CodeMonkey ·You can create an actor that uses the Timer behavior to change an attribute to some random integer (1 to n) every t seconds. Then the actor has different rules that check if the attribute value is equ -
1 Move
by CodeMonkey ·So you create one actor that when you have mouse down and mouse position is over, you set a game attribute saying you are about to select. Then when mouse position is over actor, mouse up, and game at -
1 Move
by JGary321 ·I initially followed the tutorial for moving an actor with mouse, but no matter what I do it wont stay. I even set up an attribute that changes to "1" when mouse comes up & t -
how to make actor jump not fly
by bigoldee ·I didn't make the jump attribute as a boolean and it still works well. -
Rotational motion
by FastFrwrd ·so long as the x and y attribute were constrained. This is no longer the case; objects get confused as to how to collide with this setup now. I'm in the progress to fixing the game, and have determin -
how to make actor jump not fly
by nulo ·*create the "jump" attribute as a boolean and set it to false as default (this way the game knows that the character should not be jumping when the game starts.) -
A question about scoring
by Freztino ·Change attribute: "the name of the score" 0 -
Set diferent movement positions
by CodeMonkey ·-> Change Attribute 'spacenum' = min(1,'spacenum'-1) -
Set diferent movement positions
by tomi2711 ·- make a rule that said: actor recieves event -> key -> left, change attribute self.PositionX to self.PositionX -60. -
Position constraint problem
by Zourath ·How odd. That is basically how mine is set up, the only differences are the Y position is set to 30, not 160, keys a and d replace left and right, and a few other key checks which shouldn't interact w -
How does the iPhone's touch-screen work in terms of game control?
by CodeMonkey ·-> Change Attribute (Color->Alpha) To make it disappear. -
Turning On/Off seperate move sets with the same button
by lordsprinkles ·-> Change Attribute 'self.Sneak Mode' => ('self.Sneak Mode'+1)%2