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  1. How to have random background every game restart?

    KevinCross
    by KevinCross · June 2015
    Change Attribute: self.Image = "Background_"..random(1, 5)..".png"
  2. Do You Have To Have a Key Name For The Save Attribute Behavior

    AngryBoi
    by AngryBoi · June 2015
    Yeah, then you need to use the Load Attribute with the same Key at the start of your game.
  3. Do You Have To Have a Key Name For The Save Attribute Behavior

    OscarsCoding
    by OscarsCoding · June 2015
    Hello! The title is pretty self explanitory, Do You Have To Have a Key Name For The Save Attribute Behavior? This is just a random question I had. (Image)
  4. how do you make button stay pressed/ touched

    Icebox
    by Icebox · June 2015
    Yes make an integer self attribute , call it switch ,
  5. Changing bullet type, setup not working for me at all.

    Thunder_Child
    by Thunder_Child · June 2015
    * For 20 seconds change attribute "Fire setup 1 to "true"
  6. In app purchase to remove all ads

    Mayhem_Madness
    by Mayhem_Madness · June 2015
    (Quote)
  7. In app purchase to remove all ads

    Braydon_SFX
    by Braydon_SFX · June 2015
    You need to look at tutorials that are available. You need to look at the table cell (column 5) in your purchase table. When that equals "purchased" you need to change your attribute
  8. Opt + Space in expression editor.

    Armelline
    by Armelline · June 2015
    The second is to make use of either a few attributes, or another table. This is still more longwinded, but ultimately more flexible. See the attached project for an example.
  9. Function like NOT "overlaps or collides"

    A_Constantin
    by A_Constantin · June 2015
    When actor moves on area --> change attribute "destructable to false"
  10. Release Candidate 0.13.18 Mac

    BlackCloakGS
    by BlackCloakGS · June 2015
    * Fixed attribute values reverting to 0 if Enter was not pressed after entering in the value
  11. [Solved] Trigger only certain attributes randomly using tables

    tatiang
    by tatiang · June 2015
    The game.selectedPowerup attribute then contains the final chosen value.
  12. how can i make the actor follow my "holding touch"

    gianfischli
    by gianfischli · June 2015
    (Quote)
  13. [Solved] Trigger only certain attributes randomly using tables

    Approw
    by Approw · June 2015
    @tatiang I just took a good look at the logic, and it looks really solid. Very easy to add additional power ups to the list, and it will come in handy for other projects that need this kind of number
  14. Release Candidate 0.13.17 Mac

    Icebox
    by Icebox · June 2015
    This is cool but the attributes are a bit annoying now , since you have to press enter after assigning an attribute name or putting in value, so i have to type the attribute name press enter and if i
  15. Rolling BB-8 droid type Of Character

    Socks
    by Socks · June 2015
    Or - for a 100 pixel diameter circle - you could constrain the rotation to self.Position.X *-1.14591559026165
  16. Random Actor/gameover help

    krewic gaming
    by krewic gaming · June 2015
    change attribute game.time (the timer I am using) to 3
  17. how can i make the actor follow my "holding touch"

    Socks
    by Socks · June 2015
    Constrain self.position X to Mouse.X
  18. Is async multiplayer competition mode possible in gamesalad

    iDavidW
    by iDavidW · June 2015
    Say it's round X and two people face off. When one wins, their phone updates the attribute "didWinRoundX" to "True", while the losers phone updates theirs to &q
  19. Collide rule doesn't seem to work

    Kjaka
    by Kjaka · June 2015
    you can change the self.tags attribute. I tested it and it changes. But only the self.tags attribute is changing. It doesn't put the actor in the predefined tag group although their names are the same
  20. Game of the Month: June Submissions Thread

    Gnarly
    by Gnarly · June 2015
    Kind of neat. Out of the box thinking on it. I can't get bottom stacks to detect collisions with dice in the arcade version.
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