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  1. Spawn Actor more than once with Attribute etc..

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2016
    Make a self attribute in the monstor actor call it bullet#
  2. Spawn patterns?

    imjustmike
    by imjustmike · January 2016
    If the first (i.e randomly) , create a global integer attribute called global.spawn. In an actor create a timer that changes global.spawn to random(1,5) every 1 seconds. In the cloud actors create a s
  3. Spawn Actor more than once with Attribute etc..

    tatiang
    by tatiang · January 2016
    Create an integer attribute called game.nextSpawnScore and set it to 10. In your spawner actor, add these behaviors & rules:
  4. Spawn Actor more than once with Attribute etc..

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2016
    As to resetting enemy health. Use a change attribute in the enemy at the top of the code stack not in a rule. Since a change attribute only fires once just do change attribute game.enemy.health to 100
  5. Spawn Actor more than once with Attribute etc..

    KIIVIIN
    by KIIVIIN · January 2016
    hello,
  6. Better way to re-align UI with one tap?

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2016
    Set the attribute to the default. So if zero equals right make sure it's zero. If right is 1 set it to one right at the attribute. Or add a condition to the rule that changes the hand so it doesn't ch
  7. Collision touch ?

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2016
    Interpolate or constrains override the physics engine. Watch my series on the physics engine. I shows ways to keep collisions intact. Click the guru link in my signature.
  8. Problem Handling Inventory System

    ElDalton
    by ElDalton · January 2016
    (Quote)
  9. Problem Handling Inventory System

    tatiang
    by tatiang · January 2016
    I would use an integer attribute to keep track of the next available slot. The attribute should start at one and each time an item is collected, you then increase the attribute by one. So if you've
  10. Problem Handling Inventory System

    Moik
    by Moik · January 2016
    So for any function that picks up an item, have an integer attribute game.Slot = game.Slot+1, and any function which consumes/equips/drops an item have Game.Slot = game.Slot-1.
  11. Better way to re-align UI with one tap?

    Moik
    by Moik · January 2016
    @Socks I have it working off an attribute trigger (game.Hand = 0, game.Hand = 1).
  12. Touch Jumping

    tatiang
    by tatiang · January 2016
    My guess would be to increase/decrease the actor's horizontal velocity based on where the touch occurs. You can use the mouse position (in the Devices area of the attribute browser) to determine wher
  13. Heads up for 1.25 release

    stevej
    by stevej · January 2016
    (Quote)
  14. Box It In! Coming soon. Looking for beta testers. Qix like game.

    Thunder_Child
    by Thunder_Child · January 2016
    I have to say I like this game....I give it a solid 4 of 5 stars. I can't say any changes are needed in game play. The ONLY thing I noticed were in the instructions you show collisions are bad with
  15. Heads up for 1.25 release

    owen_dennis
    by owen_dennis · January 2016
    @stevej Hey, I'm still having collision problems with tags. Just basic collision, like rectangle to rectangle collisions not recognizing eachother.
  16. Accelerometer Control Question

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2016
    rule when attribute device accelerometer x >0.5 move up
  17. Interpolation bugs?

    MentalDonkeyGames
    by MentalDonkeyGames · January 2016
    Make a new self attribute (real).
  18. Interpolation bugs?

    Intellimigent
    by Intellimigent · January 2016
    (Quote)
  19. Spawning Issues

    Socks
    by Socks · January 2016
    (Quote)
  20. Spawning Issues

    crestwoodgames
    by crestwoodgames · January 2016
    change attribute
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