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  1. Spawning multiple actors and then destroy when touches

    tatiang
    by tatiang · March 2015
    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
  2. Spawning multiple actors and then destroy when touches

    tatiang
    by tatiang · March 2015
    use When Touch is Pressed --> Change Attribute game.destroy (a custom boolean attribute) to true; When Attribute game.destroy is true --> Destroy Actor.
  3. Spawning different actors on the same spawner?

    Chr0nos
    by Chr0nos · March 2015
    (Quote)
  4. Player Movement

    tatiang
    by tatiang · March 2015
    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
  5. Saving Attribute vs. Saving Table

    tatiang
    by tatiang · March 2015
    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
  6. Saving Attribute vs. Saving Table

    AJaymz
    by AJaymz · March 2015
    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
  7. Is there any tool to solve a simple equation on Gamesalad, just like solver on Excel?

    Hideki Matsui
    by Hideki Matsui · March 2015
    be happy, cause I don’t have to make a lot of attribute.
  8. Change attribute

    tatiang
    by tatiang · March 2015
    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
  9. Change attribute

    Tempiero
    by Tempiero · March 2015
    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
  10. Change attribute

    Tempiero
    by Tempiero · March 2015
    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
  11. Saving Attribute vs. Saving Table

    justinagruber@gmail.com
    by justinagruber@gmail.com · March 2015
    If I save an attribute will it stay the same if the person playing turns the game off and comes back on. Also is there an advantage of saving a table vs. saving an attribute.
  12. How do you change an actor's vertical/horizontal anchor point?

    Socks
    by Socks · March 2015
    What is the name of the actual attribute, is it called 'anchor point' ?
  13. moving emeny with its own (moving) collision detector - changing speed query

    mysticjim
    by mysticjim · March 2015
    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)
  14. moving emeny with its own (moving) collision detector - changing speed query

    mysticjim
    by mysticjim · March 2015
    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.
  15. Timer issue

    RabidParrot
    by RabidParrot · March 2015
    You need to make a timer attribute.
  16. Multiple Enemies of same type

    tatiang
    by tatiang · March 2015
    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
  17. Multiple Enemies of same type

    justinagruber@gmail.com
    by justinagruber@gmail.com · March 2015
    In my game I have multiple of the same enemy spawning and are in the game at the same time. I made an attribute for health and created a rule saying whenever a bullet hits the enemy the enemies health
  18. moving emeny with its own (moving) collision detector - changing speed query

    tatiang
    by tatiang · March 2015
    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
  19. moving emeny with its own (moving) collision detector - changing speed query

    mysticjim
    by mysticjim · March 2015
    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,
  20. moving emeny with its own (moving) collision detector - changing speed query

    tatiang
    by tatiang · March 2015
    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
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