-
Help needed
by Baccarda ·(Quote) -
Help needed
by jamie_c ·A new version is attached. This time I'm keeping track of the players Y position in an Attribute and using that Attribute in the spawners to spawn the clouds always 150 - 250 pixels above the player. -
Help needed
by Summation ·One simple way is when your bird is moving up, set an attribute like game.movingup to true. -
Independent value on spawn?
by tatiang ·is given a value. In the spawned actor, Change Attribute self.myNum to game.randomNum (this should be outside of any rules and at the top of the actor's rule list). -
Independent value on spawn?
by RabidParrot ·Make an integer attribute called "randomizer" -
Turning off code for certain modes?
by RabidParrot ·That should work. Or you could make an integer attribute so when level = 1 it should only allow level 1 rules. -
Turning off code for certain modes?
by GamingtilDawn ·I was thinking of making a boolean game lvl attribute for each mode, starting at false. Then having a change attribute to true for the attributes when the user selects a mode. Am I heading down the ri -
Independent value on spawn?
by FlyboyTrevy_ ·system (irrelevant to this question), in an attribute called self.num, so like 1, 2, 3, all the up to 10 and beyond. Up till now ive been going into each actor and setting what each attributes value -
Can not spawn random characters
by Summation ·Constrain an invisible detector across the X axis to a specific amount of pixels below your main character. -
Can not spawn random characters
by Everwild ·To do that, start off with just your one actor. Give it a self attribute like self.whichcloud or something. -
Spawn actor on touch issue. Please help!
by Summation ·You can divide your viewable camera locations into regions so that when the camera goes into the second one, you can let the game know (maybe set an attribute like game.whichcamera to 2) to adjust you -
drag and drop for ipad
by MentalDonkeyGames ·-Constrain self.position X to game.mouse position X -
Proper screen shakes, how they should be.
by Socks ·Also you can dump the timer and simply place the Shake on Y axis constrain in a rule that says . . 'When self.Shake Distance' > 0 -
Can you disable Real Values?
by Socks ·(Quote) -
Can you disable Real Values?
by Impervion ·@Summarion I Have 4 Actors Up/Right/Down/Left, When pressed and when Direction = 0 change a game attribute called Direction to 1,2,3,4. In Char1 If Direction = 1,2,3 or 4, move Up/Right/Down/Left usin -
Rookie here, need help
by Socks ·Or you can create your expression in an attribute prior to the rule . . . . -
Respawn actor has bounce although set to 0
by tatiang ·Spawned actors take on their prototype actors' attribute values. So check the prototype to see what the bounciness attribute is set to. -
Hit emeny and have them move backwards after impact
by Socks ·To make it a little more slick, try replacing the enemy's speed with an attribute (let's call it NME_Speed), when you need it to move backwards simply interpolate NME_Speed from its current speed to t -
iap
by Tinoboss ·I am (currently) using the free version of gamesalad. i was looking for something i can do when i came across in app puyrchase item. i thought u need the pro version for in app purchases. am i mistake -
Changing size and collision work arounds?
by owen_dennis ·On a related note, is there a way to make an actor recognize when another actor has been spawned on top of it? So like if the bomb's explosion was spawned on top of an actor, that actor would be destr