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Collision alignment with multiple actors
by eagledriver23 ·@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 -
Collision alignment with multiple actors
by tatiang ·I found that I had to use Constrain Attribute instead. Try that. -
Collision alignment with multiple actors
by eagledriver23 ·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 -
Integers and Index not Loading/Saving, but Booleans do
by Forte ·Oh no it's in a group with the rest of the Load Attribute behaviours. -
Integers and Index not Loading/Saving, but Booleans do
by tatiang ·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 -
Integers and Index not Loading/Saving, but Booleans do
by Forte ·Saving the HighScoreNew index attribute: http://puu.sh/dLquR.png -
Collision alignment with multiple actors
by tatiang ·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 -
Save high score/name to table tutorial or sample project
by tatiang ·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 -
Collision alignment with multiple actors
by eagledriver23 ·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 -
Save high score/name to table tutorial or sample project
by ryast ·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 -
Get an expression work after typing it in
by tatiang ·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 -
How to detect if all enemies are dead
by liux2355 ·(Quote) -
How to detect if all enemies are dead
by liux2355 ·(Quote) -
How to detect if all enemies are dead
by tatiang ·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 -
How to detect if all enemies are dead
by Socks ·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. -
How to make actor stay in the boundaries of the white line?
by BBEnk ·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. -
Reset game timer from another actor
by tatiang ·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: -
Reset game timer from another actor
by ryast ·* I have an attribute "questionTimer" which has the value 5.5 -
Integers and Index not Loading/Saving, but Booleans do
by Forte ·Throughout this, I will use my integer (later on index) attribute HighScore as an example. -
swinging continuous motion
by shylevari ·I used only the constrain rotation line, with a seperate (accelerate) behavior and i like the result (Image)