-
Spawning Actors- different types?
by tatiang ·When you spawn a new actor, if it's a correct actor add one to a game.correctCount integer attribute; if it's an incorrect actor, add one to game.incorrectCount. Then, before spawning, check the rati -
Help with Finding an Easy Joystick Template
by Soderminal ·@SmokeyAce73 Thanks for reply so quick to my post, Mr. SmokeyAce! But the problem I have with @DeepBlueApps 8-Way Controller Template is that it has a lot of Attributes and a lot of Rules (which I w -
Making actor face target (homing target)
by RThurman ·When self.Position.X > hero.X Change Attribute: self.Graphics.Flip Horizontally To: trueotherwise Change Attribute: self.Graphics.Flip Horizontally To: false -
Experience Bar Question
by raze_struck ·Im curious, could you be more specific regarding the attributes you're using in your game, I wanted to implement the same method, I'm not looking for an experience bar at the moment, just the logic be -
Free Beginner Templates!
by SmokeyAce73 ·@mxs2649 If you want the 'Moved' attribute to only turn true as your circle actor hits the rectangular actor: -
Free Beginner Templates!
by mxs2649 ·@SmokeyAce73 can you help me with this meanwhile? "I am moving a rectangle actor diagonally on the screen within a limited y value, it moves only when a "moved" attribute -
Enemy AI
by Tosanu ·Can't say I've done much with enemy behavior, but on a quick thought, my option would be to create a collision rule. Probably constrain a collide box with only one surface protruding on the front side -
Touch-To-Move Behaviour Bug?
by BonepileGames ·NOTE: I have made SELECTED attribute into Player actor because in the original file there are more than one white boxes. -
Making actor face target (homing target)
by colander ·Yes create your Game level attribute of type Real (i.e. "heroPosX" or whatever you want to call it) and in the Hero actor, use Constrain and "game.heroPosX To self.Position. -
Release Candidate 0.11.0.6 is available!
by TaoOfSalad ·* Create a prototype and add custom attributes. Copy this actor to make a new prototype. Editing the copy could alter the original (particularly deleting custom attributes), even though they should be -
Making an Enemy follow your Y axis
by RThurman ·Track the red balloon's y position with a game attribute called redY -
Making an Enemy follow your Y axis
by RSoftwareUK ·If you look at the image. I am trying to make the blue enemy follow my balloon sprite, but I don't want it to be as obvious as using the constraint attribute. I want it to follow more like it doesn't -
Need Random Image to Stop when Clicked
by JRRC ·You can have an integer or boolean attribute inside the actor which, when true, activates the random image behaviour. Then you can setup a rule inside your actor so that when you press it it changes t -
Spawning Actor on Condition
by mattybou ·Attribute change: -
Spawning Actor on Condition
by mattybou ·when they are shot. I did this by having integer attributes set to change when Green is intersected by the Shot actor. The change in attribute is suppose to trigger actors to spawn for 10 seconds. Wh -
Modifying Self.Time or other options
by Socks ·Actually you can do it more simply with just a couple of attributes, like this: -
Modifying Self.Time or other options
by Socks ·You could also do it without timers by simply passing the current time (which is the angle) the sine function is operating on (at the point when it is stopped) over to an attribute - and then measure -
Modifying Self.Time or other options
by tatiang ·You can not modify or pause built-in time attributes (game.Time, scene.Time, self.Time). You'll need to use a custom timer. One way to do this is to have an every 0.1 seconds timer that changes attr -
Actor with Random Image
by rdvd83 ·I have tried to change attribute on a timer - self.image to "image"..random(1,4)..".png" -
Help with Tables
by raze_struck ·In other words lets say the summation of all potential attribute bonuses on items equals