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  1. Collision alignment with multiple actors

    eagledriver23
    by eagledriver23 · December 2014
    @tatiang: Constrain Attribute and Velocity <1 did the trick! The actor movement is no longer smooth, but I can work on that. At least the position values are locking into whole numbers now so
  2. Collision alignment with multiple actors

    tatiang
    by tatiang · December 2014
    I found that I had to use Constrain Attribute instead. Try that.
  3. Collision alignment with multiple actors

    eagledriver23
    by eagledriver23 · December 2014
    I currently have the change attribute for self.position.y inside of a rule looking for collisions with the walls... should I put it somewhere else? I also tried a rule looking for self.motion.linearV
  4. Integers and Index not Loading/Saving, but Booleans do

    Forte
    by Forte · December 2014
    Oh no it's in a group with the rest of the Load Attribute behaviours.
  5. Integers and Index not Loading/Saving, but Booleans do

    tatiang
    by tatiang · December 2014
    That looks right. It looks like the Load Attribute behavior is in a rule. Typically, you wouldn't need a rule but would just load the attribute at the top of your actor's rule list as a standalone b
  6. Integers and Index not Loading/Saving, but Booleans do

    Forte
    by Forte · December 2014
    Saving the HighScoreNew index attribute: http://puu.sh/dLquR.png
  7. Collision alignment with multiple actors

    tatiang
    by tatiang · December 2014
    My solution would be to change the moving actor's position to whole numbers when it is at rest. This can be done by doing Change Attribute self.position.Y to (round(self.position.Y/30))*30. The same
  8. Save high score/name to table tutorial or sample project

    tatiang
    by tatiang · December 2014
    Using load/save attribute behaviors works well, too, as long as you are careful about matching the key names. If you have one or two attributes to save, that's a fine way to go but once you get beyon
  9. Collision alignment with multiple actors

    eagledriver23
    by eagledriver23 · December 2014
    However, when I add a second actor, and they fall on top of each other, the actor on top appears to "sink" 1-2 pixels into the bottom actor after falling and stay there. When I then
  10. Save high score/name to table tutorial or sample project

    ryast
    by ryast · December 2014
    While I see this can be done by load/save attribute, doing a search on these very forums I see a lot of advise saying: "do it via tables" - as a noob I'm not really sure as to how (I
  11. Get an expression work after typing it in

    tatiang
    by tatiang · December 2014
    By blue circle, I assume you mean the highlighted oval that appears when you've selected an attribute from the drop-down menu. Attributes and tables must be selected this way; they cannot be typed in
  12. How to detect if all enemies are dead

    liux2355
    by liux2355 · December 2014
    (Quote)
  13. How to detect if all enemies are dead

    liux2355
    by liux2355 · December 2014
    (Quote)
  14. How to detect if all enemies are dead

    tatiang
    by tatiang · December 2014
    In your enemy actor, add a Change Attribute game.enemyCount to game.enemyCount+1 to the top of your rule list. It should not be inside of a rule... just a behavior on it's own. What that does is whe
  15. How to detect if all enemies are dead

    Socks
    by Socks · December 2014
    As each is spawned increase an attribute by 1, as each is killed reduce that attribute by 1 - when that attribute = 0 all the enemies are dead.
  16. How to make actor stay in the boundaries of the white line?

    BBEnk
    by BBEnk · December 2014
    Now I'm going to assume your moving the White lines down so you will have to constrain the blocker walls X value and make them non rotatable because you can't set them non-moveable.
  17. Reset game timer from another actor

    tatiang
    by tatiang · December 2014
    If you're using a Timer, it's not easy. If you're using a custom timer with rule conditions, it is. Create a real attribute called game.timeStamp and then add these to your actor:
  18. Reset game timer from another actor

    ryast
    by ryast · December 2014
    * I have an attribute "questionTimer" which has the value 5.5
  19. Integers and Index not Loading/Saving, but Booleans do

    Forte
    by Forte · December 2014
    Throughout this, I will use my integer (later on index) attribute HighScore as an example.
  20. swinging continuous motion

    shylevari
    by shylevari · December 2014
    I used only the constrain rotation line, with a seperate (accelerate) behavior and i like the result (Image)
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