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  1. Help needed

    Baccarda
    by Baccarda · May 2015
    (Quote)
  2. Help needed

    jamie_c
    by jamie_c · May 2015
    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.
  3. Help needed

    Summation
    by Summation · May 2015
    One simple way is when your bird is moving up, set an attribute like game.movingup to true.
  4. Independent value on spawn?

    tatiang
    by tatiang · May 2015
    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).
  5. Independent value on spawn?

    RabidParrot
    by RabidParrot · May 2015
    Make an integer attribute called "randomizer"
  6. Turning off code for certain modes?

    RabidParrot
    by RabidParrot · May 2015
    That should work. Or you could make an integer attribute so when level = 1 it should only allow level 1 rules.
  7. Turning off code for certain modes?

    GamingtilDawn
    by GamingtilDawn · May 2015
    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
  8. Independent value on spawn?

    FlyboyTrevy_
    by FlyboyTrevy_ · May 2015
    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
  9. Can not spawn random characters

    Summation
    by Summation · May 2015
    Constrain an invisible detector across the X axis to a specific amount of pixels below your main character.
  10. Can not spawn random characters

    Everwild
    by Everwild · May 2015
    To do that, start off with just your one actor. Give it a self attribute like self.whichcloud or something.
  11. Spawn actor on touch issue. Please help!

    Summation
    by Summation · May 2015
    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
  12. drag and drop for ipad

    MentalDonkeyGames
    by MentalDonkeyGames · May 2015
    -Constrain self.position X to game.mouse position X
  13. Proper screen shakes, how they should be.

    Socks
    by Socks · May 2015
    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
  14. Can you disable Real Values?

    Socks
    by Socks · May 2015
    (Quote)
  15. Can you disable Real Values?

    Impervion
    by Impervion · May 2015
    @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
  16. Rookie here, need help

    Socks
    by Socks · May 2015
    Or you can create your expression in an attribute prior to the rule . . . .
  17. Respawn actor has bounce although set to 0

    tatiang
    by tatiang · May 2015
    Spawned actors take on their prototype actors' attribute values. So check the prototype to see what the bounciness attribute is set to.
  18. Hit emeny and have them move backwards after impact

    Socks
    by Socks · May 2015
    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
  19. iap

    Tinoboss
    by Tinoboss · May 2015
    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
  20. Changing size and collision work arounds?

    owen_dennis
    by owen_dennis · May 2015
    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
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