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  1. [[ Interpolate -> game.Audio.Music Volume ]] does nothing.

    Socks
    by Socks · May 2014
    One note: In theory the 'Volume' is constantly tracking the actor's self.time, but as volume can't go above 1 you don't have to worry about it getting progressively louder, but I'm not sure whether th
  2. [[ Interpolate -> game.Audio.Music Volume ]] does nothing.

    Braydon_SFX
    by Braydon_SFX · May 2014
    Having said that, you only need one change attribute to change the music volume...period. If you want the music volume off, simply change the value to 0.
  3. [[ Interpolate -> game.Audio.Music Volume ]] does nothing.

    JodyMitoma
    by JodyMitoma · May 2014
    Change attribute? If I were to go that route, would I need 10 "change attribute's", and increase the volume one by one from 0 to 100? That seems rather code heavy for nothing.
  4. Latest Release: Random Sucks?

    tatiang
    by tatiang · May 2014
    Looks pretty random. If that works for you, then what is it about your rule for interpolating that is causing the problem? Maybe try changing an attribute to random(150,340) and then interpolating t
  5. [[ Interpolate -> game.Audio.Music Volume ]] does nothing.

    Braydon_SFX
    by Braydon_SFX · May 2014
    So not only have you tried interpolate, but have you tried change attributes? Are you changing the value of the music attribute on a different scene from where it's being played? Are you constraining
  6. Display just two numbers after "."

    dlaim
    by dlaim · May 2014
    i have a real game score attribute , and i want to display it with two numbers after point .
  7. negative value on screen

    djdee
    by djdee · May 2014
    old place (x =100) thou i have given a change attribute self.postionX. to 100 when clicked on reset. To check this i used another actor to display the x value of actor A. the actor moves to -400 and
  8. Ways to display animation

    Socks
    by Socks · May 2014
    Change attribute A to game.score
  9. Release 0.11.0.13 Stable Mac is now available

    supafly129
    by supafly129 · May 2014
    * I can't seem to remove an attribute from a rule with the minus button
  10. Changing animations

    alexseak
    by alexseak · May 2014
    you intended it to be. Next, try adding a new attribute to the rule you have, saying that when self.Motion.linearvelocityX is 0, then set 'walking forward' is 0. See if that helps.
  11. Release 0.11.0.13 Stable Mac is now available

    algrashee
    by algrashee · May 2014
    what about the game attributes, can you let us rearrange the attributes by drag and drop them and can we put them in groups in the game attribute section.
  12. What ever happened to the definitions page of the GS Cookbook?

    alexseak
    by alexseak · May 2014
    Thank you for your answer. I wanted to know how to use the 'drag' attribute, and how it works in relation to the 'friction' attribute. All of this is in relationship to a problem with the character th
  13. Question about Spawning and Collisions

    kculpepper
    by kculpepper · May 2014
    Question about Spawning and Collisions
  14. Enemy with multiple parts

    fueguito
    by fueguito · May 2014
    a few times then the hat falls off. I know I can constrain the hat to the enemy but here is the problem I will have the same character multiple times on the screen, so 1. how can I put it that after
  15. Dog on Leash Math problem....

    lewisone
    by lewisone · May 2014
    I've tried to constrain the dog to the area, but when the constrain changes to the character temporality to follow it, the dog leaves it's circle. I have also built invisible blocks around the area w
  16. Enemy Behaviors: Detection and Reaction

    Tosanu
    by Tosanu · May 2014
    I will spawn the creature and box with an Ident number, which i will tie into a boolean column on a table. The boolean will react to collision on the box, and constrain a second boolean on the creatur
  17. Follow actor with swinging effect

    Socks
    by Socks · May 2014
    One thing that might be useful would be to put a change attribute behaviour in the 'mouse button' down rule for each actor that changes [self.physcis.drag] to 0 - and then in the otherwise section put
  18. Enemy Behaviors: Detection and Reaction

    Tosanu
    by Tosanu · May 2014
    ok, I get that part, and i can sorta see how the enemy might grab that data and make its own self.magnitude attribute with that. So far what is killing me is "how do i then wipe and replace t
  19. Creating a simple button

    Adrenaline
    by Adrenaline · May 2014
    I read it that way the first time too, but I THINK he meant that the game attribute is somewhere else. Ex: click that button, and then somewhere else a game attribute should be displayed
  20. Creating a simple button

    tatiang
    by tatiang · May 2014
    When Touch is Pressed, change attribute game.clicked (boolean) to true
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