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  1. New IAP Behaviors (Video Tutorial)

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · September 2014
    (Quote)
  2. How do I get up to date lives to stay on screen after an actor has died

    revoltandreverb
    by revoltandreverb · September 2014
    Use the save attribute and save the number of lives just before the reset scene behavior. When the new scene starts use the lives saved and assign to whatever attribute that keeps track of your lives.
  3. New IAP Behaviors (Video Tutorial)

    jonmulcahy
    by jonmulcahy · September 2014
    (Quote)
  4. New IAP Behaviors (Video Tutorial)

    Dues
    by Dues · September 2014
    OK, but Im not prompted to log in at all so i can't sandbox test it. The only rule that fires is my change attribute. Nothing gets updated in the tables since Im not able to log in.
  5. How do I make it so that it only logs the player into Game Center once?

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · September 2014
    You could also add a boolean attribute to your game called loggedIn and set up a rule like this:
  6. spawned actors disappear when custome unpause

    buftea
    by buftea · September 2014
    My game starts with pause.attribute (integer) = 0
  7. experiment

    Socks
    by Socks · September 2014
    I'm not 100% what the question means ? There's no special code really, It's just a technique, just the usual stuff, the constrain behaviour and the replicate behaviour get used a lot, but it honestly
  8. Need Help. When I destroy an actor all actors of the same name on the scene get destroyed.

    alexm92
    by alexm92 · September 2014
    I have an integer game attribute called health which is set to 100. When the bullet collides or overlaps with the enemy it reduces the health attribute by 25. I then have a rule set in Enemy 1's proto
  9. Need Help. When I destroy an actor all actors of the same name on the scene get destroyed.

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · September 2014
    Are you using self attributes to count the hits or a game level attribute? Each enemy should be counting the hits it takes to a self attribute.
  10. How to make a movable actor immovable when hit by enemies

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · September 2014
    Make 2 self attributes "real type"
  11. Shaking actor

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · September 2014
    do not check them. Also make sure you use a constrain on all velocity. Motion linear velocity x,y and angular to zero. Also do you have fixed rotation checked in the actor? Post the code so we can sp
  12. How to - When a number of independent actors (e.g. 5) enter an area it triggers an action

    Socks
    by Socks · September 2014
    Make a self.attribute (an integer attribute will do here), let's call it 'counter'.
  13. new IAP system

    Gamepenciler
    by Gamepenciler · September 2014
    im quite confused with the new IAP table. Am I going to useTable Cell value ? How am i going to use it for non consumable to apply in an attribute like 500 coins?
  14. How can I make an actor move vertically when pressing another actor?

    mhedges
    by mhedges · September 2014
    Then create a rule in the action button that says when touched or a key is pressed, Attribute Action_Button_Pressed is true, otherwise it's false.
  15. How can I make an actor move vertically when pressing another actor?

    Armelline
    by Armelline · September 2014
    When you press on the left-hand actor, it changes a game attribute (game.Pressing) to TRUE. When you stop pressing on the actor, it changes that game attribute back to FALSE.
  16. Confusion concerning Rotate to Angle and rotation direction

    mhedges
    by mhedges · September 2014
    Gate Position = 0 Rule: When action button pressed is true, Rotate to angle 60 relative to scene, run to completion, stops on destination Change attribute Gate Position to 1 Gate Position = 1 Ru
  17. experiment

    Socks
    by Socks · September 2014
    Another couple of things occurred to me, firstly the way this vector-isometric set up works means you have an enormous amount of control over collisions, you can - with certain caveats - have a kind o
  18. Universal Builds for iOS and Android,and anything else,using iPad build and "Stretch" no distortion.

    BBEnk
    by BBEnk · September 2014
    not really because you could just have a change attribute that says "change positionX to positionX + offset or offset/2" and they would move same distance. or not move them at all. I
  19. How can I write this in a table

    colander
    by colander · September 2014
    I have attached an example for you. GameSalad indexes the scenes in the order you place them from 1, 2, 3, ect to the maximum number of scenes in your project. You can't access this attribute if you c
  20. experiment

    Socks
    by Socks · September 2014
    Although I did make some game.attributes for the controls, but to be honest it was very thrown together, made up as I went along, in hindsight it could be much much more efficient, for example for the
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