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  1. Turn off gravity for one character only

    bkhoward2001
    by bkhoward2001 · March 2018
    he moves to that and stops.... I use the Move To attribute, but he doesn't continually keep moving after the main actor?
  2. State of the Salad 03/2018

    adent42
    by adent42 · March 2018
    For collision shapes, we are updating the collision shapes for resize just as in the native engine, but the system isn't registering the change. The code is almost exactly the same as in the native en
  3. State of the Salad 03/2018

    Hymloe
    by Hymloe · March 2018
    COLLISIONS
  4. State of the Salad 03/2018

    adent42
    by adent42 · March 2018
    the resizing bug! (if you're curious, for custom collisions, in HTML5, if you put the Collision behavior on one of the actors, then collisions don't work. But if you put it on the other actor you wan
  5. State of the Salad 03/2018

    Hymloe
    by Hymloe · March 2018
    Most of the HTML5 output system is working pretty great, but without the SOUND, COLLISIONS and TEXT working properly, there are some major limitations with what can be done with it.
  6. Constrain actor to top and bottom of device screen

    bkhoward2001
    by bkhoward2001 · March 2018
    I have an actor that using keyboard controls can go up and down... i don't want it to be able to go outside of the top or bottom of the given screen. How do I do this? Thanks.
  7. Getting actor to "wiggle"

    Socks
    by Socks · March 2018
    Constrain X position to A*sin(game.time*B )+C
  8. State of the Salad 03/2018

    Hymloe
    by Hymloe · March 2018
    But yes, sadly, my big magnum opus, I cannot export to HTML5, as the issues with that output format prevent that from being viable. My game procedurally generates levels, and therefore the collisions
  9. Spawning actors with unique attributes from tables

    Bunker
    by Bunker · March 2018
    Fig3: You can see the .game level attributes (game.Count #) and (game.MaxCount)
  10. Spawning actors with unique attributes from tables

    tatiang
    by tatiang · March 2018
    Change Attribute is a behavior.
  11. Custom collisions question using PhysicsEditor

    sinbot
    by sinbot · March 2018
    wow excellent breakdown! i was initially wondering about doing this with this physics editor https://www.codeandweb.com/physicseditor that program does allow to create multiple collisions within a sin
  12. Spawning actors with unique attributes from tables

    jbguida
    by jbguida · March 2018
    INDEX and MAX#, and my actors have an ID attribute, but I don't see how/where to "change attribute" in order to assign ID = INDEX. Do you do it inside one of the drop down bars that
  13. Spawning actors with unique attributes from tables

    Bunker
    by Bunker · March 2018
    What I do is set 2 game level 'integer' attributes: and 1 self attribute in the actor to be spawned;
  14. Spawning actors with unique attributes from tables

    jbguida
    by jbguida · March 2018
    spawn actors (about 200), each with some unique attributes.
  15. Changes I'd love to see

    Bunker
    by Bunker · March 2018
    (Quote)
  16. Changes I'd love to see

    Socks
    by Socks · March 2018
    (Quote)
  17. State of the Salad 03/2018

    Hymloe
    by Hymloe · March 2018
    Also, regarding collisions, great to hear you have a lead, and I would really like you to follow up on that, as I believe I reported it one or two years ago (I lose track), and nothing has been done.
  18. Changes I'd love to see

    Braydon_SFX
    by Braydon_SFX · March 2018
    I'll poke in here for a minute. As you know, we're busy at work with the online tool and it's really coming along. I know that personally, I'd love to see actor/image/attribute folders in the new tool
  19. State of the Salad 03/2018

    adent42
    by adent42 · March 2018
    on that since we also discovered an issue where collisions are a bit weird and depend on which actor you add them too. I have a feeling both issues are related.
  20. Respawn Instance of Actor

    tatiang
    by tatiang · March 2018
    self.Position.Y of the enemy). You would constrain heroX and heroY to the hero actor's position attributes and then have the enemy or spawner actor check.
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