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  1. Enemies spawning and following camera

    tatiang
    by tatiang · July 2014
    What happens when you log the value of that attribute at the moment the actor is spawned? And also the value of self.position.X? I would put both log statements inside the actor(s) that gets spawned
  2. Shooting Left Help

    jdmcneil
    by jdmcneil · July 2014
    (Quote)
  3. Shooting Left Help

    Tosanu
    by Tosanu · July 2014
    What you need is a local attribute on the bullet, BulletFaceRight. Make the first command on the bullet Change BulletFaceRight to FaceRight, and switch the bullet rules to check that rather than the g
  4. Shooting Left Help

    jdmcneil
    by jdmcneil · July 2014
    Change Attribute - game.FaceRight to true
  5. Shooting Left Help

    jdmcneil
    by jdmcneil · July 2014
    (Quote)
  6. App rejected,rejected,rejected,rejected.....................

    mangasprai
    by mangasprai · July 2014
    try to make a text attribute and give it the value of "your_inapp_purchase".
  7. Shooting Left Help

    Tosanu
    by Tosanu · July 2014
    For my setup, rather than a Move, you would need to Change Attribute Velocity, just to note.
  8. Shooting Left Help

    Tosanu
    by Tosanu · July 2014
    However, I wouldnt recommend a Constrain. youd be trying to mix a boolean and an integer/real. Youre better off with a rule.
  9. Shooting Left Help

    jdmcneil
    by jdmcneil · July 2014
    When I do the global FaceRight do I use a Constrain Attribute on the player? That way It checks for the liner velocity of X.
  10. Shooting Left Help

    Tosanu
    by Tosanu · July 2014
    My favorite trick is make the FaceRight of the player a global boolean. Then i create a local boolean in the bullet that takes the faceright boolean on spawning (Change attribute rule). You need to cr
  11. Actor Completely Stops Working. Please help.

    WilliamAT
    by WilliamAT · July 2014
    The thing is the rules are very simple. In each rule, there are three conditions which look at table values, and then if each of the three conditions are met, then it changes a public attribute from 0
  12. Shooting Left Help

    quantumsheep
    by quantumsheep · July 2014
    Try using the self motion attribute to designate left/right facing.
  13. Some help with tables and text input

    colander
    by colander · July 2014
    Use Keyboard Input action to get the users input in an attribute then save the attribute to the table.
  14. Actor Completely Stops Working. Please help.

    WilliamAT
    by WilliamAT · July 2014
    basic (3 conditions resulting in one change attribute in each case). What I'm finding is that once any one of the 144 rules activates, the actor no longer activates any of its rules. To try and fix t
  15. Sounds to Match Speed

    Socks
    by Socks · July 2014
    I'd dump the 6 gear recording and extract a loop from the first gear engine sound - the use your attribute to control the pitch (increase the pitch a small (very small) amount as the speed increases)
  16. How to shoot 3 balls using random function and making sure they are not thrown at different times?

    tatiang
    by tatiang · July 2014
    Sure. Make a table with three rows. In each row, have a single digit (1, 2, or 3). When you calculate the first timer duration, pick a random row by doing Change Attribute self.randomRow to random(
  17. Bow and Arrow position when struck

    jonmulcahy
    by jonmulcahy · July 2014
    constrain the x and y position to enemy's x and y plus an offset..
  18. Big leap of text need for every line a new actor?

    gyroscope
    by gyroscope · July 2014
    Text field, all in one long line (or even a text attribute with the one long line of text as its value). Now select Wrap inside actor and the text will flow automatically for you.
  19. Attack animation

    gamestudent
    by gamestudent · July 2014
    Maybe create two bolean attributes, left and right, and create your rule to say:
  20. Key press: "when up is down" is not working...

    wirelesstkd
    by wirelesstkd · July 2014
    I was trying to change an attribute when the up, down, left or right keys were pressed but it wasn't working. I ended up constraining the attribute to a game attribute and then displaying that on a te
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