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X movement affects acceleration (Y).
by zeldakid ·Nevermind, fixed it. Used change attribute: self.motion.linear velocity.x for x movement instead of change velocity. -
X movement affects acceleration (Y).
by zeldakid ·attribute: self.gravity is true -
X movement affects acceleration (Y).
by zeldakid ·attribute: self.gravity is true -
State of the Salad 03/2018
by adent42 ·3) If you're using ads, this update adds support for the previously mentioned privateDataConsentForAds attribute, which can you use to indicate that your users have given permission to the ad networks -
State of the Salad 03/2018
by ForumNinja ·For the most ad providers, yes. The exception being that AdMob ads will show if the attribute is set to 0, they just won't be targeted ads. -
State of the Salad 03/2018
by DigiChain ·So just to be completely clear on this - the new attribute needs to be named 'privateDataConsentForAds' exactly. And it will be coded within the game engine to look for this attribute and then intial -
Coin Collect and Not Re-spawn
by tatiang ·textSubStr() is a function that returns a portion of a string (aka text attribute) from the character position of the first value to the character position of the second value. So textSubStr(turkey,4 -
Constrain one actor to another actors random spawn value - Logic Check
by tatiang ·You might want to do this without a constrain behavior. Not sure exactly how your game is set up since you didn't provide a lot of details but you can probably just have the goal (or whatever DualObj -
Constrain one actor to another actors random spawn value - Logic Check
by tatiang ·What is gamePosY? Did you mean to write game.goalPosY? Also, any time you're using position values you're going to want a Real attribute rather than something else (definitely not a Boolean since th -
Constrain one actor to another actors random spawn value - Logic Check
by Ciaphis ·Constrain the game.goalPosY to DualObj.PositionY -
State of the Salad 03/2018
by ForumNinja ·TL:DR When the update is out, everyone will need to re-publish their apps to be compliant. Those who are showing ads will need to add a new game attribute to their game and get consent from their play -
Coin Collect and Not Re-spawn
by tatiang ·I wasn't very clear but the idea of a text attribute is a bit more advanced perhaps conceptually as well as more efficient code-wise: -
How to stop my hero from moving when colliding with wall. (touch and move)
by mikejamesfisher ·when hitting wall, maybe animate when self attribute is greater than zero... sometimes you wont get a response when its hard to understand the problem. You did put lots of details in post but still -
Coin Collect and Not Re-spawn
by highground ·I like your idea of using a text attribute in the table. I might try to dynamically add each scene name to a table to isolate the coins on that scene. -
Coin Collect and Not Re-spawn
by tatiang ·It's really about keeping track of the number of coins either as a static value (e.g. scene 2 will always have 13 coins) or dynamically (e.g. change attribute game.spawnCount to game.spawnCount+1, spa -
Coin Collect and Not Re-spawn
by tatiang ·Then you'd need a table - or I'd actually use a text attribute but let's not get sidetracked -- like this: -
Coin Collect and Not Re-spawn
by highground ·I've added the reset of the game.NextCoin attribute..... -
Coin Collect and Not Re-spawn
by tatiang ·Keep in mind that changing or resetting a scene doesn't change game attribute values. So you need to do that manually: -
Collision error (please see image)
by Ciaphis ·I was going to separate the two images and spawn the top one. constrain the top image to the bottom image x spawn coordinates and something like bottom image Y cords +40 px and use an if actor spawned -
State of the Salad 03/2018
by adent42 ·Add an attribute to your game named 'privateDataConsentForAds'. You will be responsible for storing and restoring this attribute value between sessions.