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  1. Spawner

    colander
    by colander · September 2014
    I don't quite get what you are asking in the first question. For the second question use a "Constrain Attribute" action to constrain self.PositionY in between two points with the max
  2. this rule will work?

    -Timo-
    by -Timo- · September 2014
    if mouse button is down change attribute self.motion.linear velocity.X to 200
  3. Rotate an actor and accelerate to the new angle

    AssortDis
    by AssortDis · September 2014
    (Quote)
  4. Rotate an actor and accelerate to the new angle

    pHghost
    by pHghost · September 2014
    Create a actor attribute (integer) called myAngle.
  5. I was wondering?

    pHghost
    by pHghost · September 2014
    >>> Change attribute (game.Up) to: true
  6. I was wondering?

    http_gamesalad
    by http_gamesalad · September 2014
    3. Change attribute game.up to true
  7. Actor doesn't move when pressing key

    Mendez
    by Mendez · September 2014
    @Aquinzel‌, Use the rule when right key is down, then change attribute (linear velocity x) to +300 and do the same for left expect make it -300.
  8. DEMO: Combat, Terrain Generation and AI on a Grid-based Map

    pHghost
    by pHghost · September 2014
    and also with some actors (like the player) to constrain a conversion calculation of these values. Firstly, it slows things down a little, no doubt, but mainly I had to hard-code some logic in for it
  9. Does this make sense to you?

    pHghost
    by pHghost · August 2014
    This is simply not true. We are talking about an actor attribute.
  10. Does this make sense to you?

    http_gamesalad
    by http_gamesalad · August 2014
    of zombies you've killed so I made an interger attribute called game.HowManyLeft and I put it in rules 1-3 but it isn't counting properly. It like counts like 15 when I only spawned 10 zombies. I onl
  11. Does this make sense to you?

    pHghost
    by pHghost · August 2014
    The self.killme will not keep on going up every time a bullet collides with any zombie actor. A self attribute can only be seen and affected by the actor itself. So when a zombie gets hit, only the se
  12. Setting up a save attribute...

    Speedy007
    by Speedy007 · August 2014
    Could ya'll tell me the correct way to save in attribute so when the game gets closed and reopened everything will be as it was left...I have a game where you can upgrade your weapons,earn coins, and
  13. Does this make sense to you?

    Armelline
    by Armelline · August 2014
    If you have "run to completion" checked in the timer, GameSalad might be delaying the destroy until after the timer has completed - which would mean self.killme would be set to 0 aga
  14. Does this make sense to you?

    http_gamesalad
    by http_gamesalad · August 2014
    I crated a self (Integer attribute) & I named it kill me. I want the zombie to die after 2 hits from a bullet. So I said
  15. How to check actors are fully overlap?

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · August 2014
    You can use tags to sort actors. Give each one a different tag and use an attribute to count them by tag.
  16. Is An Endless Maze With Random Paths Possible??

    pHghost
    by pHghost · August 2014
    http://www.deepblueapps.com/collisions-with-tables-template/
  17. Spawn Limit

    pHghost
    by pHghost · August 2014
    Copy your project. In the new copied project delete EVERYTHING except: one spawner prototype actor, one zombie prototype actor, one display actor and the how_many attribute.
  18. Spawn Limit

    http_gamesalad
    by http_gamesalad · August 2014
    @pHghost I put the change attribute in the timer with the spawner. So what I have is
  19. Spawn Limit

    pHghost
    by pHghost · August 2014
    It is possible to do it by putting the change attribute into the zombies as well, it works out the same, but since it's not working for you at the moment, try it like this, to see what happens.
  20. Spawn Limit

    http_gamesalad
    by http_gamesalad · August 2014
    @pHghost okay you want me to put the change attribute in the same rule as the spawner? So I won't have the change attribute in my Zombie actor it'll be in the Top spawner from now on?
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