-
Actor's self.time: resettable to zero?
by mhedges ·I inserted the old "change attribute" behavior into an actor to reset the value to zero, but it doesn't do it. I have to respawn the actor, then destroy the old one. -
Lengthy Rules
by MarcMySalad ·*If you copy and paste something [like a rule, a change attribute etc] and suddenly experience that pasting no longer works*** then DO NOT save your project because it WILL be corrupted in that case -
Misc Questions
by FastlaneSuccess ·(Quote) -
Misc Questions
by tatiang ·2) An attribute will only be saved if you use a Save Attribute behavior. To retrieve the saved value, use a Load Attribute behavior and make sure the two keys are identical. -
Misc Questions
by FastlaneSuccess ·2) Even if I have the load attribute, gamesalad doesn't save my score correct? (just want to make sure, it still saves score) -
Windows Creator RC 0.13.4 is available
by stevej ·* String attribute comparisons: any comparison that uses "begins with", "ends with", "does not contain", "does not begin with", -
Dynamically Placed Actors In Large Scene With Camera Movement
by RowdyPants ·I have one actor for all my UI elements. I set the image for each instance with a self text attribute. That part is happy. I was setting their positions with a rule based on the work of @colander e -
How to get this working using Fast Frame Swap Method
by RThurman ·-- Constrain Attribute: self.Image To: "S"..floor( game.Time *20)%25+1 -
How to get this working using Fast Frame Swap Method
by floatingwoo ·Getting close..created a game attribute called pressed. Still not working right ...the goal being when it's reached the last frame , then go through to the end.... -
Use two constrains
by tatiang ·* Unlock one of the actors (the player or the portal) in the scene and access the other actor's self attributes through the Current Scene-->Layers-->[layer name]-->[actor name] se -
Actore image resets to original when changing scenes
by SLOCM3Z ·Make a boolean that says 'Sound'(or whatever). Then put in your rules "Timer: Every 0" Rule: "if attribute Sound is true" :do: "Change Image to SoundON& -
Use two constrains
by tatiang ·Measured how? Are you trying to determine how far apart their values are? Why are you wanting to constrain an attribute's value to two different values? It's certainly possible but it depends great -
Use two constrains
by SLOCM3Z ·@Socks. Sorry, I now know I could have been clearer. I was expecting the X and Y to be measured with one real attribute. But I guess I can't do that and I will have to do 2 real attributes. -
Use two constrains
by Socks ·Do you mean the X and Y positions of an actor ? If so, the yes, you can constrain them to a real attribute. -
Use two constrains
by SLOCM3Z ·Is it possible to constrain x and y to a real attribute? I did this: "Constrain Attribute : game.Center" :to: "self.x - self.y" -
actor position resets to original when changing scenes
by RedCubeGames ·I created a rule in my actor - when touch is pressed and attribute game.sound_off is false -
actor position resets to original when changing scenes
by tatiang ·Being two years wiser I would say to use a game attribute and be sure to save and load it. -
Basic shape animation (logic)
by Socks ·A sine wave oscillates around a value of 0, so it will rotate equally clockwise and counterclockwise, that's what it does in my original code ['Constrain rotation to: 6 *sin( self.Time *233) *cos( sel -
Basic shape animation (logic)
by FlyboyTrevy_ ·Well its just that im spawning say 15 actors, each with their own coordinates they need to spawn at, so my thought process here is that I would either have to have the spawner changing the attribute v -
Basic shape animation (logic)
by Socks ·It's not clear why you think making an attribute for the actor wouldn't work (maybe I don't understand how your particular game is set up), are you able to say why you think you'd be unable to make an