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Spawning multiple actors and then destroy when touches
by tatiang ·If you want to destroy multiple actors with a single touch, then you need some sort of identifying self attribute for those actors. They need to be able to check the value of an attribute and determi -
Spawning multiple actors and then destroy when touches
by tatiang ·use When Touch is Pressed --> Change Attribute game.destroy (a custom boolean attribute) to true; When Attribute game.destroy is true --> Destroy Actor. -
Spawning different actors on the same spawner?
by Chr0nos ·(Quote) -
Player Movement
by tatiang ·Uh, okay. So just divide the health attribute value by some constant, say 200, and then use that result for the width of your health bar. Not sure why you have health in the tens of thousands but th -
Saving Attribute vs. Saving Table
by tatiang ·If you save an attribute and then load it, it will keep the value even after closing the app. For a bit more info about the difference between attributes and tables, see this post: http://forums.game -
Saving Attribute vs. Saving Table
by AJaymz ·I always use tables. If you use Save Attribute then you will have to Load the Attribute at some point every time you open the game back up. But using a table you don't have to load it because the ta -
Is there any tool to solve a simple equation on Gamesalad, just like solver on Excel?
by Hideki Matsui ·be happy, cause I don’t have to make a lot of attribute. -
Change attribute
by tatiang ·Right before you spawn a column of actors, increase an integer game attribute (e.g. game.columnID) by one. In the column actor, at the top of the rule list but not inside of a rule, change self.ID to -
Change attribute
by Tempiero ·so every time, depending on what column appears attribute changed depending on what column and that he stayed. So far I have at the discovery of three actors on the scene suddenly turns into one comm -
Change attribute
by Tempiero ·I have one actor, which is spawning in 5 column and i need, when it is for example in column 3 and in the same time is again spawned in column 2, i need change self.column to 2 for one and 3 for secon -
Saving Attribute vs. Saving Table
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How do you change an actor's vertical/horizontal anchor point?
by Socks ·What is the name of the actual attribute, is it called 'anchor point' ? -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·Okay Tatiang, I officially like your suggestion a lot more than mine now, seems to be super responsive! I think that the constraining to the table value is the best solution! (Image) -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·I think I've managed to come up with a modified and slightly simplified version of my solution that does only use the unifying game attribute. -
Timer issue
by RabidParrot ·You need to make a timer attribute. -
Multiple Enemies of same type
by tatiang ·You need to make the enemy health attribute an actor (self) attribute instead of a game attribute. Game attributes are global while self attributes are local to each actor. Make sure your collision -
Multiple Enemies of same type
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moving emeny with its own (moving) collision detector - changing speed query
by tatiang ·For that, I would create a table and use the self.actorID as the table row. Set the speed in the first column of the table row for that pair, constrain each actor's speed to that table cell value, an -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·together. With every spawning, we increment an attribute called actorID by 1 and assign that number to the newly spawned pair. So the first instances of ActorA and ActorB have the self.actorID of 1, -
moving emeny with its own (moving) collision detector - changing speed query
by tatiang ·If you want to link two spawned actors together, increase an integer game attribute (e.g. game.spawnID) by one right before spawning both actors and then in each spawned actor's rule list at the top a