-
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 -
Is there another way we can utilize the Accelerometer?
by Dell7730 ·(Quote) -
Is there another way we can utilize the Accelerometer?
by jonmulcahy ·by shaking the device wouldn't you just be tilting really quick? if so you just flag an attribute in that direction and make the player move -
Infinite runner, i could use some help
by myu699 ·create attribute score count=0 -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·Right - after a lot of head scratching I've got a possible solution. I can't see the constrain attribute behaviour working for this for reasons mentioned in my previous post. -
using tables to create health bars
by colander ·Another member posted (I can't remember where) if you spawn the health bar either in front of or behind the actor (I can't remember which) you can use the same game level attribute to constrain x and -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·Hi Socks - yes, that is in essence what I want to do. I can understand the constrain command if I had a singular character, but I'm dealing with an enemy and a collision detection actor are being spaw -
moving emeny with its own (moving) collision detector - changing speed query
by Socks ·Could you sum up your post as "how do I link two objects together so that one always follows the other?", if that is the question then you can simply constrain one actor to another a -
moving emeny with its own (moving) collision detector - changing speed query
by mysticjim ·I sorted that out in the end, weapon gets generated, as does an additional, smaller actor that acts as collision detector. They are linked by a common id attribute number and conditions that destroy t -
using tables to create health bars
by digitalzero ·gun for instance... I know how to do this using attributes but I'm a novice with tables... With attributes it looks like this -
Increase Meter
-
Best way to Spawn 100 objects in a Game Scene size 50,000 x 50,000
by luke2125 ·Change Attribute : game.bubblekidsrandom To random (1,2 ) -
How can I make my actor stop spinning so fast
by Dell7730 ·(Quote) -
An Illustrated Guide to the Display Text Behaviour
by Armelline ·(Quote) -
An Illustrated Guide to the Display Text Behaviour
by ElectroFox ·Great post, very detail. I would like to know if its possible to put a Text along with an Attribute. -
Increase Meter
by mhedges ·If collide then change attribute to skill+13 and powerups+1 -
How can I make my actor stop spinning so fast
by mhedges ·Also, an actor can have a fixed rotation attribute; it's a checkbox under "Attributes". -
Out of curiosity, can too much boolean in your code slow down your app?
by Dell7730 ·(Quote)