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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 -
Animated objects becoming quite squares upon ending animation
by tatiang ·Are you using an Animate behavior? Are you doing anything with tables or Change/Constrain Attribute behaviors with regard to the actor's self.Image attribute? -
Basic shape animation (logic)
by FlyboyTrevy_ ·I don't know and make my own formulas and attributes at this point. If you look back through my history of forum threads (as with most guys starting out) the questions have gotten much less tedious a -
How to make actor spawn only once?
by RedCubeGames ·(Quote) -
How to make actor spawn only once?
by tatiang ·When Attribute self.toggle (integer or boolean) is 0 -
Basic shape animation (logic)
by Socks ·Example (attached), I've changed the numbers at the end of the function to the mouse's X and Y position attributes, now the floating square follows the mouse. -
Basic shape animation (logic)
by Socks ·If you know how attributes work (an attribute can be any value you want) you should be able to see that you can replace any (or all!) of the values in the equations with an attribute that you can cont -
Hexagon, Square or Circle
by Socks ·. . . those two lines could be a change attribute behaviour or even two interpolate behaviours, but basically you click on a hexagon adjacent to your current position and you will jump (or slide) to y -
Only making 2 actors active at a time
by Lovejoy ·If you reset scene, you have to manually reset the attribute back to default. -
Hexagon, Square or Circle
by tatiang ·Yep. The board could be a single image and all of the rules check to see if an actor is at a precise point along some set path(s). So if you calculated all of the centers of the hexagons and put the -
Hexagon, Square or Circle
by DocJ ·(Quote) -
Lunar Lander. landing orientation problem
by Socks ·You don't really need to duplicate attributes, there is already an attribute called rotation so there's no real need to make another one - and introduce an unnecessary Constrain behaviour (the fewer C -
Animate a table image?
by tatiang ·Change Attribute self.Item Number Select to mod(self.Item Number Select,10)+1 -
Do tables clear themselves on a scene reset?
by owen_dennis ·I have a game where the majority of the gameplay takes place in one scene. I have a number of enemies that get randomly spawned and many of them use hitboxes, so I have a rule set up to let each enemy -
Lunar Lander. landing orientation problem
by rszarka ·Well thats the idea but the logic to create it is the struggle.. i gave it a go..made an attribute lander-rotation constrained to the actors rotation..then in the landing pads logic..made a couple of -
Screen Shaking and Game Freezing
by RowdyPants ·Create the same game attribute (boolean is fine) to control when they are allowed to move. -
Screen Shaking and Game Freezing
by RowdyPants ·Create a game level attribute to control when they move (optional). Since we only need this attribute to toggle between two states a boolean attribute will be just fine. -
Basic shape animation (logic)
by Socks ·Constrain X position to: 22 *sin( self.Time * SPEED) *sin( self.Time * SPEED)+512