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Turn off gravity for one character only
by bkhoward2001 ·he moves to that and stops.... I use the Move To attribute, but he doesn't continually keep moving after the main actor? -
State of the Salad 03/2018
by adent42 ·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 -
State of the Salad 03/2018
by Hymloe ·COLLISIONS -
State of the Salad 03/2018
by adent42 ·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 -
State of the Salad 03/2018
by Hymloe ·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. -
Constrain actor to top and bottom of device screen
by bkhoward2001 ·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. -
Getting actor to "wiggle"
by Socks ·Constrain X position to A*sin(game.time*B )+C -
State of the Salad 03/2018
by Hymloe ·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 -
Spawning actors with unique attributes from tables
by Bunker ·Fig3: You can see the .game level attributes (game.Count #) and (game.MaxCount) -
Spawning actors with unique attributes from tables
by tatiang ·Change Attribute is a behavior. -
Custom collisions question using PhysicsEditor
by sinbot ·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 -
Spawning actors with unique attributes from tables
by jbguida ·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 -
Spawning actors with unique attributes from tables
by Bunker ·What I do is set 2 game level 'integer' attributes: and 1 self attribute in the actor to be spawned; -
Spawning actors with unique attributes from tables
by jbguida ·spawn actors (about 200), each with some unique attributes. -
Changes I'd love to see
by Bunker ·(Quote) -
Changes I'd love to see
by Socks ·(Quote) -
State of the Salad 03/2018
by Hymloe ·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. -
Changes I'd love to see
by Braydon_SFX ·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 -
State of the Salad 03/2018
by adent42 ·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. -
Respawn Instance of Actor
by tatiang ·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.