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  1. Universal builds and parallax

    BBEnk
    by BBEnk · October 2015
    He has a spawner in the actor that also needs the offset added, I made a few changes I added the a change attribute to set start position as always and I added the offset to his spawner and changed pr
  2. HTML5 Publishing!

    Icebox
    by Icebox · October 2015
    I had many collision bugs on html5 , rules that trigger collision works okay on all devices and on GS Viewer and HTML5 preview , but once i post it on arcade or have an html5 export it just ruins ever
  3. Need some math Help with rotation.

    Socks
    by Socks · October 2015
    Constrain the X position to A *cos( self.Rotation )+BX
  4. Using "random(,)" in a table?

    Socks
    by Socks · October 2015
    For example imagine this is the routine used to constrain the random value to the range:
  5. Faulty collisions?

    ismeedo
    by ismeedo · October 2015
    I'm trying to make an educational game which shows the kinetic theory (tiny gas particles bouncing around inside a container). I've created the particles (balls with bounciness set to 1 and circular …
  6. Feature request: Ability to control alpha value of display text via expression editor

    Armelline
    by Armelline · October 2015
    (Quote)
  7. Feature request: Ability to control alpha value of display text via expression editor

    Hopscotch
    by Hopscotch · October 2015
    @Agent Argyle you can do this with a Change Attribute or Constrain Attribute on actors.
  8. making a smaller collision box for a separate actor

    Armelline
    by Armelline · October 2015
    You have an actor which need to be able to collide with other things. When these collisions occur, you want different actions to happen depending on the collision that takes place - for example, if Ac
  9. making a smaller collision box for a separate actor

    Socks
    by Socks · October 2015
    x 60 pixels, place this actor into the scene and constrain its X and Y coordinates to the main actor.
  10. How to destroy an actor right when another actor is destroyed?

    hamzawesome
    by hamzawesome · October 2015
    (Quote)
  11. making a smaller collision box for a separate actor

    BBEnk
    by BBEnk · October 2015
    Make the collision Box your player and constrain the image of your player to that, and to save some time just resize your current player graphic and make it invisible.
  12. Stuck with the mouse position

    Bellow
    by Bellow · October 2015
    ok i make it with attribute rule never mind.
  13. How to destroy an actor right when another actor is destroyed?

    Moik
    by Moik · October 2015
    2) At the end of the rules that destroy the invisible actor, use Change Attribute to set the Boolean to True.
  14. Mac Creator 1.0.0 is available

    owen_dennis
    by owen_dennis · October 2015
    (Quote)
  15. Open world items.

    Moik
    by Moik · October 2015
    As for save and load, grabbing or inserting the data to and from the table is done basically with Change Attribute using the various tableCell, tableCol options under the Function tab in the variable-
  16. Mac Creator 1.0.0 is available

    Armelline
    by Armelline · October 2015
    * Polygonal collisions
  17. How to change actor position relative to actor

    ETGgames
    by ETGgames · October 2015
    right. Then I saved the angle as an angle attribute so I wouldn't get negative numbers for angles over 270. Then, since I knew I wanted my player to move 35 pixels inwards at any point on the circle,
  18. Most efficient method/system to remove ads based on IAP?

    Franto
    by Franto · October 2015
    Is there no way to manipulate those checkmark attributes, as a device attribute or something? :*
  19. How to change actor position relative to actor

    tatiang
    by tatiang · October 2015
    So you’ll notice that in my demo, I have Change Attribute self.Position.Y to self.Position.Y ± self.distanceToMove * sin( self.Rotation ). I’m adding or subtracting d * sin(A) to the current Y positi
  20. Looking to increase the size of an actor (on collison) by a set number of pixels, not percentage.

    Socks
    by Socks · October 2015
    (Quote)
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