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  1. Working with tables

    gyroscope
    by gyroscope · June 2014
    Hi @kipdev Yes, you can use Tables for saving and loading any sorts of attribute values.
  2. Problem with Windows Gamesalad with popup windows

    Xveriun_Uln_24
    by Xveriun_Uln_24 · June 2014
    Have you tried moving your windows bar to the side of the screen or changing the size of the star bar. IF that doesn't work you can try toggling your screen settings to move the actual display further
  3. App ready for sale!

    Approw
    by Approw · June 2014
    fun gameplay, but work on the collisions and ad some sounds and/or music
  4. Working with tables

    colander
    by colander · June 2014
    know what you want loaded from a table. Any attributes you need loaded to run the game must be loaded from the table with the Change Attribute action. Place an actor off screen on your first scene ca
  5. Working with tables

    kipdev
    by kipdev · June 2014
    Can someone please help me understand tables. I have a game where i have figured out how to save/load attributes and it works fine, even did testing on my phone. The problem is that i still have alot
  6. Response from GS about the Save Load attributes not working...

    kipdev
    by kipdev · June 2014
    "after 0.1 load attribute, made sure that "run to completion was checked. Also i put all of my save attributes into the SAME kind of timer. The most important step is AFTER you've m
  7. Collision with actor

    Loranzo23
    by Loranzo23 · June 2014
    Thank you for the reply.
  8. Collision with actor

    Socks
    by Socks · June 2014
    And constrain all these shapes to the main actor.
  9. State of GameSalad 6-20-2014

    PhilipCC
    by PhilipCC · June 2014
    @Braydon_SFX‌ @Socks Thanks guys, you just gave me another free lesson, the GameSalad Pass the Buck attribute.
  10. Release 0.10.5 Stable Windows Now Available

    Japster
    by Japster · June 2014
    the behaviours (by copying and modifying attributes to EXACTLY match a manual duplicate of my none-spawnable actor, and surprise, it started spawning the new one fine (and I double/triple checked - A
  11. Actor Movement: special impact

    Socks
    by Socks · June 2014
    Constrain X to A x cos ((B-self.Time x D) x sin (self.Time x C)-E)+ X pivot point
  12. Actor Movement: special impact

    Socks
    by Socks · June 2014
    Constrain X to 100 x cos ((70-self.Time x 10) x sin (self.Time x 250)-90)+512
  13. Howto make ur time add to score

    gyroscope
    by gyroscope · June 2014
    Rule: When Attribute scene.SceneFin is trueChange Attribute game.FinalScore to game.FinalScore+scene.TotalTime
  14. Multiple Animations

    jswanston
    by jswanston · June 2014
    Thanks for getting back to me Matt. Unfortunately, I was already trying the "move to" attribute and that works to get the character to the base of the slide. However the problem I am
  15. Actor Movement: special impact

    Tosanu
    by Tosanu · June 2014
    goes down by 5. and then i thought maybe a constrain position x, sin function of bouncing sin(self.time(bouncing *10))+start position x. Based on orbits, the idea is that bouncing is the period of th
  16. Movable - Unmovable object

    Tosanu
    by Tosanu · June 2014
    I've seen that effect, but I know ive beaten it while still using constrain positions. I'm honestly can't remember what ive done differently now, though....
  17. Die colliding with sides but not top

    LyboTech
    by LyboTech · June 2014
    dead attribute when touching the red
  18. Movable - Unmovable object

    Tosanu
    by Tosanu · June 2014
    Really? I;ve never had them fall through. Are you sure its the constrain position that does it?
  19. Movable - Unmovable object

    ashtmj
    by ashtmj · June 2014
    @‌Tosanu The reason I always do constrain self.motion.linear velocity.Y rather then just constrain.self.position.Y is because it allows the player actor to collide with the ledge better. in my expe
  20. Movable - Unmovable object

    Tosanu
    by Tosanu · June 2014
    If the platform doesnt have to move in Y at any point, you can instead first get Core Y, and then constrain Position Y to Core y.
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