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New IAP Behaviors (Video Tutorial)
by The_Gamesalad_Guru ·(Quote) -
How do I get up to date lives to stay on screen after an actor has died
by revoltandreverb ·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. -
New IAP Behaviors (Video Tutorial)
by jonmulcahy ·(Quote) -
New IAP Behaviors (Video Tutorial)
by Dues ·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. -
How do I make it so that it only logs the player into Game Center once?
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spawned actors disappear when custome unpause
by buftea ·My game starts with pause.attribute (integer) = 0 -
experiment
by Socks ·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 -
Need Help. When I destroy an actor all actors of the same name on the scene get destroyed.
by alexm92 ·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 -
Need Help. When I destroy an actor all actors of the same name on the scene get destroyed.
by The_Gamesalad_Guru ·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. -
How to make a movable actor immovable when hit by enemies
by The_Gamesalad_Guru ·Make 2 self attributes "real type" -
Shaking actor
by The_Gamesalad_Guru ·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 -
How to - When a number of independent actors (e.g. 5) enter an area it triggers an action
by Socks ·Make a self.attribute (an integer attribute will do here), let's call it 'counter'. -
new IAP system
by Gamepenciler ·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? -
How can I make an actor move vertically when pressing another actor?
by mhedges ·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. -
How can I make an actor move vertically when pressing another actor?
by Armelline ·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. -
Confusion concerning Rotate to Angle and rotation direction
by mhedges ·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 -
experiment
by Socks ·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 -
Universal Builds for iOS and Android,and anything else,using iPad build and "Stretch" no distortion.
by BBEnk ·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 -
How can I write this in a table
by colander ·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 -
experiment
by Socks ·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