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  1. Free Beginner Templates!

    junaid558
    by junaid558 · April 2014
    (Quote)
  2. Free Beginner Templates!

    mxs2649
    by mxs2649 · April 2014
    @junaid558‌ i think i did something similar, you can have an speed attribute with which they fall initially, and then you can use a timer to increment the speed after whatever time you like. That wor
  3. Public Bug Database (Updated 5/1/2014)

    Armelline
    by Armelline · April 2014
    I can add some clarification: When this bug occurs, the image will not show in the image library, but is added to the project. Attempting to replace the image will offer the replace dialog, though the
  4. Spawning Actors- different types?

    tatiang
    by tatiang · April 2014
    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
  5. Help with Finding an Easy Joystick Template

    Soderminal
    by Soderminal · April 2014
    @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
  6. Making actor face target (homing target)

    RThurman
    by RThurman · April 2014
    When self.Position.X > hero.X Change Attribute: self.Graphics.Flip Horizontally To: trueotherwise Change Attribute: self.Graphics.Flip Horizontally To: false
  7. Experience Bar Question

    raze_struck
    by raze_struck · April 2014
    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
  8. Free Beginner Templates!

    SmokeyAce73
    by SmokeyAce73 · April 2014
    @mxs2649 If you want the 'Moved' attribute to only turn true as your circle actor hits the rectangular actor:
  9. Free Beginner Templates!

    mxs2649
    by mxs2649 · April 2014
    @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
  10. Enemy AI

    Tosanu
    by Tosanu · April 2014
    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
  11. Touch-To-Move Behaviour Bug?

    BonepileGames
    by BonepileGames · April 2014
    NOTE: I have made SELECTED attribute into Player actor because in the original file there are more than one white boxes.
  12. Making actor face target (homing target)

    colander
    by colander · April 2014
    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.
  13. Release Candidate 0.11.0.6 is available!

    TaoOfSalad
    by TaoOfSalad · April 2014
    * 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
  14. Making an Enemy follow your Y axis

    RThurman
    by RThurman · April 2014
    Track the red balloon's y position with a game attribute called redY
  15. Making an Enemy follow your Y axis

    RSoftwareUK
    by RSoftwareUK · April 2014
    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
  16. Need Random Image to Stop when Clicked

    JRRC
    by JRRC · April 2014
    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
  17. Spawning Actor on Condition

    mattybou
    by mattybou · April 2014
    Attribute change:
  18. Spawning Actor on Condition

    mattybou
    by mattybou · April 2014
    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
  19. Modifying Self.Time or other options

    Socks
    by Socks · April 2014
    Actually you can do it more simply with just a couple of attributes, like this:
  20. Modifying Self.Time or other options

    Socks
    by Socks · April 2014
    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
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