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Actor do a 2nd jump while in mild-air when it isn't suppose to.
by winged_box ·Thanks for the suggestions, i managed to solved the issue by removing the first condition "Jump = 1" in my 2nd rule for changing the Jump attribute to 0. -
I found there seems to be something wrong with the Accelerate behaviors
by vectorstudio ·add a attribute to actor, speed=50 -
How can I fix a sound delay issue?
by Dell7730 ·(Quote) -
How can I fix a sound delay issue?
by Dell7730 ·(Quote) -
How can I fix a sound delay issue?
by AJaymz ·A collision can occur multiple times between actors. So a good way to make 1 sound at a time is to make a self boolean attribute. -
How to work with the device clock...?
by dj_outlaw2000 ·I put a rule to constrain attribute saved_epoch_seconds to current_epoch_seconds to keep resetting the saved_epoch_seconds to stop the counting and it work and the counting stopped and reset... -
Activating Behaviors In Other Actors
by jamie_c ·Hi, what you need to do is make a Game Attribute that will watch for the action, then you can use that to trigger an action in another actor. Like this: -
An Illustrated Guide to the Display Text Behaviour
by Armelline ·You can also combine these double backers with attributes using the methods described below! -
actor direction changed when using spawner.
by ronre ·ok so i need to add new attributes and then in the "target" actors i need to change the following? -
Loop Over Table
by tatiang ·You could use a Timer and increment an attribute that stores the row number (or column number). Here's a little more food for thought: http://blog.diasina.com/2013/02/creating-fast-loops-in-game-sala -
actor direction changed when using spawner.
by ronre ·constrain attribute: self.angletotarget to: vectorToAngle( game.targetX - self.Position.X , game.targetY - self.Position.Y ) -
actor direction changed when using spawner.
by Socks ·(Quote) -
actor direction changed when using spawner.
by ronre ·constrain attribute: self.angletotarget to: vectorToAngle( game.targetX - self.Position.X , game.targetY - self.Position.Y ) -
I found there seems to be something wrong with the Accelerate behaviors
by Socks ·Change the actor's Linear Velocity X attribute to 50. -
Free game audio worth over $10,000!
by Lovejoy ·So for example if in a year, royalty free changed to the use of material without the need to pay but much attribute the composer, then after the fact you download the library, you must attribute the c -
user saving
by tatiang ·A game attribute is often used to store values such as lives, score, money, level, etc. You would save and load the attributes you need in your game or use a table to save and load them all at once e -
user saving
by sswisehaupt ·Thanks. So I guess it would be a game attribute behavior. -
user saving
by A_Constantin ·use the save attribute behaviour and in the loading screen, use the _load attribute _behaviour -
Actor comes after a particular score
by tatiang ·The mod() function returns the remainder of a division problem. So that rule will trigger when game.score/200=0 with 0 remainder (e.g. 0, 200, 400, 600, etc.). If you don't want it to trigger when g -
Actor comes after a particular score
by deepanshi gupta ·@deej011 Thankyou but its not working. I set an attribute named control to 200 and when game.score=game.control then my actor changes random position .