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  1. 2 player switch turn different score

    PRRP games
    by PRRP games · January 2015
    One more question.
  2. Car sound? how?

    gyroscope
    by gyroscope · January 2015
    Presuming your Speed attribute is a real attribute, you could use a Constrain Attribute behaviour along the lines of:
  3. 2 player switch turn different score

    tatiang
    by tatiang · January 2015
    Make an integer attribute called game.playerTurn and set it to 1. It will switch between 1 and 2. Make two more integer attributes called game.player1Score and game.player2Score. Make a text attrib
  4. Rotation not working?

    Hopscotch
    by Hopscotch · January 2015
    assign it to an attribute of type Angle
  5. Rotation not working?

    kjfluke
    by kjfluke · January 2015
    (if rotation > 30 and < 180 change attribute...) The problem is that after one complete rotation, the angle of rotation is registering higher and higher rather than starting over at 0.
  6. Endless runner with spawns based on player progression

    tatiang
    by tatiang · January 2015
    If attribute game.score > 500
  7. How to make straight movement between 2 actor with touch movement ?

    Socks
    by Socks · January 2015
    Constrain X position to:
  8. IAP actor doesn't do anything.

    d264211
    by d264211 · January 2015
    IAP request purchase - IAP Buy Item - Rule when touch pressed - rule text expression (table,1,5) is purchased - change attribute game.noad to true
  9. Stopping an actor

    Socks
    by Socks · January 2015
    If this is all you are trying to do you could use Interpolate. make a 'real' attribute - 'orginalX'
  10. Spawning items on one layer

    Socks
    by Socks · January 2015
    Make an (integer) attribute in the spawner, let's call it Food.
  11. Stopping an actor

    tatiang
    by tatiang · January 2015
    When you use a change attribute behavior, you're setting the value of that attribute to a number. So if for example self.Position.X is 200, then change attribute self.startingX to self.Position.X set
  12. Stopping an actor

    diegolaya_
    by diegolaya_ · January 2015
    @tatiang I don't understand something about attributes, creating an attribute and changing it to self position X shouldnt be the same as using selfposition x as well? (To make rules)
  13. Stopping an actor

    Socks
    by Socks · January 2015
    Make a 'real' attribute, let's call it A.
  14. Stopping an actor

    tatiang
    by tatiang · January 2015
    One thing to consider is that the condition self.Position.X=self.Position+40 can never be true (if you solved the equation x=x+40 by subtracting x from both sides, you'd get 0=40). An actor can't be
  15. Stopping an actor

    diegolaya_
    by diegolaya_ · January 2015
    i want it to stop, and I also tried creating an attribute... "If self position x = self position x + 40 (the width of the square) then change attribute, set linear velocity to 0" bu
  16. Can you save/load a boolean attribute?

    TyDietrich
    by TyDietrich · January 2015
    I'm trying to get my unlocking of levels to save. i have levels 1 through 10 working. But levels 11 through 14 aren't saving. i have to have the unlocking attribute a boolean attribute for levels 11 t
  17. Double Camera Control

    Snivy123454321
    by Snivy123454321 · January 2015
    So I'm working on a project involving two main actors. I'm using a Boolean attribute to change which one is controlled, but for some reason I can't get "control camera" to work on bo
  18. GameSalad Joystick support

    jonmulcahy
    by jonmulcahy · January 2015
    the onscreen joystick did, it would be easy to constrain the players movement to those variables instead of the custom attributes we created.
  19. how to change " scene.Camera.Origin"?

    Braydon_SFX
    by Braydon_SFX · January 2015
    You can only access this attribute within an unlocked actor on the scene. This is why the camera origin is a scene attribute.
  20. Spawn actor with different images

    tatiang
    by tatiang · January 2015
    My health bar demo allows you to constrain an actor to another actor and use self attributes as needed for customization:
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