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Having a hard time figuring this out...
by tatiang ·Another way to do this is to have three separate actors that each choose a random color value and then change a game attribute or table cell value to that chosen value. When the main character collid -
Power-hit problem
by branditimus ·Create an index attribute called start_y -
Power-hit problem
by game on ·On second thought, I think it is better if we don't destroy the "power button" at all. Just stop it from working and counting down (-1, -2, -3 etc.) when it's press once attribute = -
Release Candidate 0.11.0.6 is available!
by Socks ·You individualise colour in the same way that you individualise any other attribute, If you want a particular instance to be green (while all the others are yellow) then simply unlock the actor and ch -
Release Candidate 0.11.0.6 is available!
by TaoOfSalad ·I'll have to look at the code but I think no for the case of color. What matters to the engine is if the attribute is overridden (unlocked, not reverted) from the prototype or not. When you drag an ac -
Release Candidate 0.11.0.6 is available!
by Hopscotch ·@Socks, @TaoOfSalad, does the color attribute not fall in the category of self.attributes and its values SHOULD be independent of the prototype? -
Bad Vamp
by tylerglessner ·Great game! As a side note, Id change the collisions a bit. Right now, the vampires can hit the character and they could still be a great distance away -
Gamesalad Isographic projection 2d+ 3d demo
by Socks ·It's just simple global (game level) attributes. -
Gamesalad Isographic projection 2d+ 3d demo
by LumpApps ·Gotcha. I guess the hard part is passing the information to the obstacle and getting the collisions right? -
Power-hit problem
by game on ·To stop people from constantly taping "Power-Hit" button, I had the "power-hit" button destroyed when attribute = 0. It worked great, but now I've decided to add an -
Enemy Patrolling and Image Flip
by Socks ·(Quote) -
Enemy Patrolling and Image Flip
by Tosanu ·I am trying to write a simple behavior for an enemy type. I want them to move back and forth with the speed and distance of movement determined by an attribute. I got that part working. However, I als -
Add "Power-up" every 50 pts.
by tatiang ·Create an integer attribute called game.lastScore and set it to 0. -
Add "Power-up" every 50 pts.
by SmokeyAce73 ·* If attribute = 50 -
Dont let player hold down touch, make player actually have to tap twice...
by maxkallabay ·Basically for anyone else having the same problem, both sets of rules were satisfied by the same instruction which was when pressed complete their action.. when pressed once, the actor would change to -
Dont let player hold down touch, make player actually have to tap twice...
by maxkallabay ·I think there should be a very simple solution but I cant seem to solve it. Basically (to its simplest explanation) I have an actor attribute (an integer set to 2 called actor "life" -
Chose table out of expression?
by ImNiklas ·Change Attribute self.image to "Image"..game.number -
Add "Power-up" every 50 pts.
by game on ·I made an Attribute (3, integer) and called it "Power-Up." So basically you have 3 strong hits to start your game. -
counter of meters
by tatiang ·-- and my golf game works this way -- you just constrain the number of meters to the hammer's (self.position.X-self.position.StartingX)/[some factor]. So if the hammer has traveled from x=100 to x=7 -
scenes being picked at random - is it possible?
by rdlew2008 ·generate a random number to an attribute