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  1. simple movement problem

    mikejamesfisher
    by mikejamesfisher · May 2018
    I have a left button on screen that moves the actor left... When button is pressed, attribute moveleft is changed to true. When it is not pressed, attribute move left is changed to false. The actor ha
  2. Spawn random actors with predefined intervals

    Twayne2
    by Twayne2 · May 2018
    To make the obstacles appear more ''drastically'' I suppose you could have a game attribute. (Let's call it game.attribute A.) The scene has a height of 1000. A starts at 0. In the spawn actor rules l
  3. Spawn random actors with predefined intervals

    Ciaphis
    by Ciaphis · May 2018
    I need to vary the speed of an actor based on time (IE... after 50 seconds change attribute self.ObjSpeed = 350)
  4. Spawn random actors with predefined intervals

    Twayne2
    by Twayne2 · May 2018
    actor B, change self.atrribute A to 1. If self.attribute A is 1, destroy this actor. Thus the effect is destroying actor 2 due to actor 1's behaviors. Also this would allow you to have multiple actor
  5. about random numbers

    jamie_c
    by jamie_c · May 2018
    Change Attribute redCoin to random(5, 25)
  6. about random numbers

    whycali
    by whycali · May 2018
    Change Attribute
  7. about random numbers

    jamie_c
    by jamie_c · May 2018
    For the red coins, store the random number you generate in an attribute. Then when the player dies use that attribute to subtract from the red coins.
  8. about random numbers

    jamie_c
    by jamie_c · May 2018
    of how many have been picked up in a separate Attribute (like recentCoins). Then when the player dies remove the 'recentCoins' from 'Coins'.
  9. Spawn random actors with predefined intervals

    Ciaphis
    by Ciaphis · May 2018
    Now time to add an actor attribute “ObjSpeed” pull in a rule and change self.objspeed = ### then place a timer that states every ## seconds, self.objSpeed + or - ##
  10. Spawn random actors with predefined intervals

    tatiang
    by tatiang · May 2018
    No. You can use a global (aka game) attribute to communicate between actors, though:
  11. Spawn random actors with predefined intervals

    tatiang
    by tatiang · April 2018
    (Quote)
  12. Spawn random actors with predefined intervals

    Ciaphis
    by Ciaphis · April 2018
    I am not sure if I have to have the "change attribute random(min,max)" for positions in the actor to be spawned or if I have to have them in the spawner actor.
  13. Spawn random actors with predefined intervals

    tatiang
    by tatiang · April 2018
    I'm honestly a little lost as to what your question is. You asked about timers and I explained how they work. What specifically is not working the way you expect it to?
  14. How do i make the walls go up when the ball reaches a certain height ?

    Triangularity Games
    by Triangularity Games · April 2018
    You could make a boolean game attribute called "wallFlag". In the ball actor, when it reaches the y position you want, trigger the flag. Then in the wall actor make a rule that when
  15. Spawn random actors with predefined intervals

    tatiang
    by tatiang · April 2018
    The actor's self.Time attribute continually increases. It doesn't stop or reset and it's not possible to force it to do so. The Timer behavior fires every x seconds depending on what you specify. I
  16. Spawn random actors with predefined intervals

    Ciaphis
    by Ciaphis · April 2018
    Game Attribute added:
  17. Spawn random actors with predefined intervals

    Twayne2
    by Twayne2 · April 2018
    if game.attribute 1 equals 0,
  18. textSubStr Confusion

    Rogue Anvil
    by Rogue Anvil · April 2018
    I got it to work by looking into your example and forcing the attribute change when clicking the submit button. Thanks for the help!
  19. A list of numbers with no repeats

    tatiang
    by tatiang · April 2018
    Change attribute self.row to random(1,tableRowCount(tableName)
  20. textSubStr Confusion

    tatiang
    by tatiang · April 2018
    Change attribute game.Input to textSubStr(game.Input,1,12).
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