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stacking falling actors
by tryingToMakeADollar ·try when spawner releases actor(box) Change attribute plus50 then interpolate camera. -
Continuous crash issue.
by jonmulcahy ·but it could also be a bad rule. the creator and iOS viewer are more forgiving than a native app. If your rule is missing an attribute it will cause the entire app to crash. I have a feeling this is t -
How to make ball follow line?
by http_gamesalad ·when when I ask "how to interpolate an attribute" and some tells me how it's helping my knowledge base and keeping me of the forums so you can get to other peoples problems. I don't -
stacking falling actors
by Mendez ·@tryingToMakeADollar I tried doing what you said but it wasn't working for me, I then used change attribute instead of interpolate and it did what I wanted for a while but then it went completely wro -
How to make ball follow line?
by Armelline ·As for calling you lazy, I didn't. But asking someone how to interpolate an attribute - even if only because you forgot you know - is lazy. -
"Move to" Problem
by Socks ·I was suggesting you interpolate an attribute, and constrain the actor to that attribute. -
"Move to" Problem
by http_gamesalad ·@socks Okay this is what I did I made a real game attribute and called it BackToPlace and set it to 0. Then In my Main actor I said -
"Move to" Problem
by Socks ·(Quote) -
Replicate actors
by Dues ·When you touch the button you change image of the "bullets" to how many your attribute says. -
"Move to" Problem
by The_Gamesalad_Guru ·The best way is to manipulate linear velocity. It keeps collisions intact. -
"Move to" Problem
by Socks ·I've not read the whole thread, so maybe someone's already posted this, but in case it's not been suggested . . . . you can interpolate an attribute, and constrain the actor to that attribute. -
Problem with Timer (Every) and Variable (Frequency)
by Socks ·It works like this. Make a game.attribute, let's call it X. In your 'Spawn Handler' actor place the following rule: -
Problem with Timer (Every) and Variable (Frequency)
by Hopscotch ·You can go as far as setting a game.EnemyType attribute before you spawn the enemy. Once you spawn the enemy, the newly spawned enemy checks this game.EnemyType attribute to know what it should be and -
Problem with Timer (Every) and Variable (Frequency)
by Hopscotch ·Change Attribute: self.NextSpawn = 0Rule: if game.Time > self.NextSpawn Behaviour Spawn enemy Change Attribute: self.NextSpawn = game.Time + some random secondsend Rule -
Problem with Timer (Every) and Variable (Frequency)
by mhedges ·Update: Constraining a second variable made the actual spawning frequency change, but only after the player lost his life. It seems I may need to find the proper place to put the "Constrain -
stacking falling actors
by tryingToMakeADollar ·then make another attribute game.scene100 -
GS Logic video series. (Highly recommended for new users)
by Socks ·You need to make an attribute, and then place a rule in the player than says when he collides with the alien actor then change the score attribute to the score attribute + 50 -
When i press button enemy moves, when i release the button enemy stops...
by IVER Industries ·actor" create two "constrain attribute" rules that look like: -
"Move to" Problem
by pHghost ·What does NOT work in GameSalad with Interpolate, is the Collide behavior. Collision detection in rules should work normally. When an actor is being interpolated, it does not react to "Bounce -
Whats the easiest way to load and save a tone of attributes?
by IVER Industries ·So can i Use one colum and use the one word per attribute to save and load?