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  1. saving and loading attribute not working?

    tatiang
    by tatiang · May 2015
    You'll need a separate Key for each unlock. If you have more than about three values to store, I'd highly recommend using tables instead of Load/Save Attribute behaviors.
  2. saving and loading attribute not working?

    RawanAlodeh
    by RawanAlodeh · May 2015
    correction, 1st picture is the load attribute which is at the begining the "click to play" scene. 2nd one is the lock and 3rd one is the actor collides w/ to unlock next level
  3. saving and loading attribute not working?

    RawanAlodeh
    by RawanAlodeh · May 2015
    the lock on the level. the 3rd one is the load attribute
  4. saving and loading attribute not working?

    tatiang
    by tatiang · May 2015
    You use the Load and Save Attribute behaviors. Can you post screenshots of these?
  5. saving and loading attribute not working?

    RawanAlodeh
    by RawanAlodeh · May 2015
    hey guys
  6. Scene attributes

    tatiang
    by tatiang · May 2015
    If you don't have a mathematical pattern then you would use a table where each row holds the value for that level (e.g. row 1 for level 1, row 2 for level 2, etc.). Wherever you need to use the value
  7. Scene attributes

    cgaliano
    by cgaliano · May 2015
    per scene is, if you think in plain English, an attribute or a property of the scene itself, and it should be referrable by any other object interacting with that scene, whether the reference is in t
  8. Scene attributes

    Armelline
    by Armelline · May 2015
    You need to think of a scene more as an actor. Scene attributes are like self attributes for the scene. They aren't intended to be interacted with in the way you want. I understand what you're wanting
  9. Scene attributes

    Summation
    by Summation · May 2015
    As you can see, the prototype of Actor 1 has an attribute called "enemies" with a value of 0.
  10. Scene attributes

    Summation
    by Summation · May 2015
    In that case you may want a "spawner" actor (or something similar) with a self attribute, probably called "enemies." You can unlock this attribute without having to
  11. Scene attributes

    Summation
    by Summation · May 2015
    (Quote)
  12. Universal build + Tables... How to make it work together?

    pokapola
    by pokapola · May 2015
    I think (not sure, just my logic) in order to create a universal build in one scene, you need to have one attribute that constraint a Y-position in the first screen. Then all of the actors in the seco
  13. Scene attributes

    cgaliano
    by cgaliano · May 2015
    hi @Armelline . Creating a separate game attribute for each scene would work, but that would defeat the purpose of a scene attribute that always has the same name (so you can refer to it from every sc
  14. Scene attributes

    cgaliano
    by cgaliano · May 2015
    @tatiang , the number of enemies to be killed is to set for each scene (for example scene 1 has 5 guys to kill, scene 2 has 10, scene 3 has 20 and so on). I would like to build a logic, common for all
  15. Scene attributes

    Armelline
    by Armelline · May 2015
    It's important that Scene attributes cannot be accessed from scenes other than the one they reside in. If they could be, they would be no different from Game attributes. As the others have said, you s
  16. Scene attributes

    tatiang
    by tatiang · May 2015
    You reset them manually with an actor in each scene that has a bunch of Change Attribute behaviors such as Change Attribute game.enemyCount to 0.
  17. Scene attributes

    Summation
    by Summation · May 2015
    In the Game tab, just click the plus icon to create a game level attribute.
  18. Lifebar questions

    Summation
    by Summation · May 2015
    (Quote)
  19. Lifebar questions

    tatiang
    by tatiang · May 2015
    To clarify, are you wanting the HP bar to start at 100 pixels no matter the HP value and go down towards zero pixels as HP decreases? As @Summation suggested you'd constrain the width to game.HPremai
  20. Scene attributes

    cgaliano
    by cgaliano · May 2015
    how do you then deal with counters and things that build up within a scene, but are to be reset at the beginning of every new scene? say for example you need to kill a number of enemies on every scene
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