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enemy stop moving even though attribute is still true
by tatiang ·You can use a Log Debugging Statement to determine when (where) the enemy stops. It turns out that it stops at game.distancePlayerEnemy=29. Since that attribute is returning whole numbers, that's wher -
enemy stop moving even though attribute is still true
by emoji ·the player but one little minor issue is the attribute enemyCanWalkLeft is suppose to turn false if the distance is 30. it a few numbers off like 1 or 2 or 3. I think this can be due to the move. if -
enemy stop moving even though attribute is still true
by emoji ·Hi, I have this problem where my enemy the green is moving but stop even though the attribute is still true. right now the enemy can only move left. can someone explain why it stops and idle? all attr -
appformative basics
by fabio.pasculli79 ·seems is missing the change attribute.... i'm wrong? -
Global Data Protection Regulation (GDPR) & You
by hybrid ·in the game if the attribute privateDataConsentForAds is set to 0 it will show no targered ads on admob and right know it will show no ads on chartboost. -
spawn actor goes in the player direction
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spawn actor goes in the player direction
by Twayne2 ·On a side note...shouldn't there be three options? Walkleft is true when going right, false when going left, but how about when not moving? Using integer attribute could easily solve this, if you even -
spawn actor goes in the player direction
by emoji ·hi, I can't upload the project cause it will give away my secret but basically when user press button to walk left or right the attribute walkLeft or walkRight will be true( it one or the other) and w -
Chartboost Interstitial Ad not working for me
by hybrid ·did you create and set a attribute privateDataConsentForAds to 1? -
Control Camera coordinates
by Japster ·Alternatively, maybe just constrain your spawned actor's X position (spawned on the scrollable layer(s)!) to camera's X+(camera or display width / 2)? -
Control Camera coordinates
by Twayne2 ·Now, the yellow is about where the center of the camera control is. The problem is when the player touches lava, spike, etc., (or even a finish sign,) I want several actors to appear, such as, for exa -
Control Camera coordinates
by mikejamesfisher ·One way is to use another layer that doesnt scroll and have the you win actor appear when finished in that layer. Another way is to have an attribute “finished”. When actor crosses finish line, change -
How to get slow moving circle to bounce
by AlchimiaStudios ·See the section "Why do very slow collisions cause no rebound?" -
How to get slow moving circle to bounce
by CasualEvolution ·Hi @stan_mcginnis maybe you can try turning on "Better Collisions" in Physics tab, good luck -
random lines (help)
by Simple Gamer Arts ·• create a game integer called game.attribute.taptodraw -
Retry button (help)
by Gamepenciler ·just use change scene attribute to the game. Also add reset attributes in the retry button before change scene like putting back full life. -
Retry button (help)
by mikejamesfisher ·How true it is. And if you(i) forget to change attribute back , everything comes tumbling down. So in my actor’s death, i have a running list of change attributes. I wish i had learned tables a long t -
Retry button (help)
by tatiang ·Something to consider is that the Reset Scene and Change Scene behaviors do not reset game attribute values. For those, you'll need to manually reset the values with a series of change attribute behav -
Distribute values for actors
by tatiang ·Change attribute self.randomRow to random(1,tableRowCount(game.SelectorTable)) -
Distribute values for actors
by ludoF ·I have a rule which set the attribute (which store the numbers) with this expression: