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  1. Toast message in GS

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · January 2015
    You could create one actor with a Display Text Behavior and use a Text Attribute as the text displayed. Just feed the Text Attribute a new line of text each time using a Change Attribute Behavior.
  2. How do i put a limit on an attribute?!?

    benjaminmage
    by benjaminmage · January 2015
    Game attribute: velocity 80 real
  3. custom behaviors

    shylevari
    by shylevari · January 2015
    (Quote)
  4. Moving a player with Interpolation

    Socks
    by Socks · January 2015
    (Quote)
  5. Moving a player with Interpolation

    floatingwoo
    by floatingwoo · January 2015
    Yep there it is. So should I drop it in as a separate change attribute inside the rule "When actor receives event mouse button is down or add it to ....? I'm trying it every way I can think o
  6. Moving a player with Interpolation

    Socks
    by Socks · January 2015
    (Quote)
  7. Moving a player with Interpolation

    floatingwoo
    by floatingwoo · January 2015
    Add Camera origin X / Y as a global attribute? I mean I see it in the game attributes, but I can't seem to find it in the expression editor to add it ....
  8. RPG Depth

    tatiang
    by tatiang · January 2015
    Custom behaviors are just behaviors that you modify and then save by dragging to the custom area. They aren't different behaviors. So for example, I use Change Attribute self.color.alpha to 0 all th
  9. Creating A Rainbow Mode Effect, Best Way???

    Socks
    by Socks · January 2015
    your actors (where applicable) instead of three constrain behaviours.
  10. Get an expression work after typing it in

    tatiang
    by tatiang · January 2015
    If you have actors that are not moving, you do not need to use a Constrain behavior. Instead, just change the attribute of one actor's self.Position.X and Y to the other actor's game attributes:
  11. Question about making a quiz game

    tatiang
    by tatiang · January 2015
    done by using a game.questionNumber (integer) attribute that starts at 1 and gets increased by one each time a question is answered correctly. You then use that attribute in a tableCellValue() funct
  12. Get an expression work after typing it in

    Creator97
    by Creator97 · January 2015
    I thought you understood that I have moving actor's and 100 other actor's have to constrain all the time to the position of the moving characters.
  13. Get an expression work after typing it in

    tatiang
    by tatiang · January 2015
    (Quote)
  14. Creating A Rainbow Mode Effect, Best Way???

    Lovejoy
    by Lovejoy · January 2015
    (Quote)
  15. custom behaviors

    Socks
    by Socks · January 2015
    Adding to what @Braydon_SFX has already said . . . . (basically self.attributes don't transfer)
  16. custom behaviors

    Braydon_SFX
    by Braydon_SFX · January 2015
    self.original_height and self.original_width are attributes you created within the actor, not one of the pre-existing self.Size attributes. Unfortunately, if you created a custom behavior that utilize
  17. custom behaviors

    shylevari
    by shylevari · January 2015
    i attach the self.size to a new attribute i created inside the actor and then i used interpolate to change self.size from small to large with a timer
  18. Get an expression work after typing it in

    Creator97
    by Creator97 · January 2015
    Under Game Attributes you can find Display Size as an Drop down menu. Is there a way to self create those "folders".
  19. Creating A Rainbow Mode Effect, Best Way???

    Socks
    by Socks · January 2015
    You could constrain each of the RGB channels of your objects to a 'clipped' sine wave (a sine wave with the top and bottom squared off), and then offset each of the channels by 120° . . . . this will
  20. Fast Constrain (LinkMachine v2)

    Socks
    by Socks · January 2015
    (Quote)
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