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attribute boolean when change scene
by wollty ·when I put a boolean attribute to true in SCENE1 how do I bring it back to true in SCENE2? -
Help with best score
by Bunceyboy12 ·it might be because i didn't set up a save attribute line so I set it up to save the attribute and I'm fairly sure I've done it right but it still replaces the best score no matter what the current s -
does this timer make sense to you guys?
by Socks ·Code below . . . . the only other thing you'll need is a game.attribute that this code references - in the example here the game.attribute is called 'Random'. -
Making an actor not move until timer is finished
by gyroscope ·One way I think will be OK for what your after is to simply add a boolean attribute, let's call it Go -
Help with teleporting actor ,etc.
by gyroscope ·Rule: Timer set to Every 10 secondsChange Attribute Teleport to true--nested in the above Timer --- Timer After 10.5 seconds -- or whatever "window of opportunity" you want to give - -
Help with teleporting actor ,etc.
by gyroscope ·When touch is pressedChange Attribute YourTelepActor.Position.X to game.Touches.Touch 1.XChange Attribute YourTelepActor.Position.Y to game.Touches.Touch 1.Y -
Help with teleporting actor ,etc.
by gyroscope ·To "teleport" an actor is relatively simple: just add two Change Attribute behaviours, one for the new X coordinate and the other for the Y. -
How to make actor jump and move like Geometry Dash?
by Armelline ·I also included a "When actor overlaps/collides with Floor then Constrain Attribute self.Rotation to 0", just to be safe, but it isn't necessary. The slight gap between the actor and -
How to make actor jump and move like Geometry Dash?
by AlkaPP ·I've figured out yesterday while waiting by constrain the self.rotation to -20 for 0.3 seconds and change it back to rotation 0. It is not a complete 360, but it looks fine. I will try Darren -360 for -
Questions about the logic in the Alien Conquerors default template
by tatiang ·Game attributes do not get reset when the scene changes. So if their values need to be reset, this is done manually with a change attribute behavior. -
How to stop growth behavior?
by ralphbugs ·But I've found a better way for that by using constraint attribute. The game over graphic can now growing and shrinking. I've attached a project file for other user to use. -
app store rejection because won't go past splash screen
by jonmulcahy ·Did it work in adhoc mode? I'm guessing there is a bad rule (missing attribute) somehwere in your main scene , what you describe is the typical behavior when one is present, and those bad rules only s -
How to stop growth behavior?
by ralphbugs ·Ah, instead of using growth, I use constraint attribute to control the width and height of the actor. Using this formula from buzzy bee tutorial on tutplus, i manage to animate the width and height. -
Questions about the logic in the Alien Conquerors default template
by osakamitsu ·Thank you for your great reply. I thought maybe that it was being reset for the next scene but then I thought that since the next scene has all of its own attributes would it really need to rely on th -
How to make actor jump and move like Geometry Dash?
by SingleSparq ·Add the following Global attributes: -
GameSalad 301 Unique Code Generation System
by MichalCh ·I wanted to ask for some advice about my idea. I wanted to make an app that for hitting a button generate a unique code on the phone, and send it somehow to my database (server). If connection isn't p -
destroy multiple actors.
by Gnarly ·(Quote) -
Questions about the logic in the Alien Conquerors default template
by tatiang ·that the alien actor may not have run its change attribute behavior yet to add one to game.AlienCount. So we need a slight delay to allow all of the alien actors to increase that count before we che -
Changing an attribute based on a collision/overlap time
by tatiang ·When actor collides with [Actor B] Timer after 2 seconds Change attribute... -
Changing an attribute based on a collision/overlap time
by KCD ·I am trying to get an attribute to change based on if an actor is colliding with an another actor for a certain amount of time.