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  1. Flappy Bird

    joshiwu
    by joshiwu · April 2014
    If "mouse button" down change attribute game.action to true
  2. randomize motion & bullets firing by bossman

    Tosanu
    by Tosanu · April 2014
    the every timer's set of functions, a Change attribute, so that when it reactivates on the next loop the expression changes. Is that impossible?
  3. Passing Actor position data to expression editor

    RThurman
    by RThurman · April 2014
    Change Attribute: game.newAttributeX To: self.Position.XChange Attribute: game.newAttributeY To: self.Position.Y
  4. randomize motion & bullets firing by bossman

    tatiang
    by tatiang · April 2014
    For random movement within a range, create random movement rules (for example, by using a custom timer) and constrain the actor's position:
  5. Adding Bonus Points to Score Points in "Game Over" Actor

    tatiang
    by tatiang · April 2014
    Sure. I assume you already have a rule condition for game over (e.g. game.gameOver=true). In that rule, have a change attribute to change game.score to game.score+game.bonus.
  6. How do I make my actor falls and land?

    Lynkk
    by Lynkk · April 2014
    The add/remove row attribute does not work well. I have a table with 15 rows. But sometimes a couple, if not all, of my 3 object is just going straight to the bottom of the screen (value 0). Any ideas
  7. randomize motion & bullets firing by bossman

    Tosanu
    by Tosanu · April 2014
    Well, for the bullets, you should be able to use a timer with an attribute that is determined within the timer as random(3,7) for the value if you don't need any specific variance or patterns, so that
  8. Passing Actor position data to expression editor

    mouldysoul
    by mouldysoul · April 2014
    Sorry think I worked it out, make two new attributes and then do change attribute in the second actor, self.postion.x to game.newattributex, then I can link the data back to the expression in the firs
  9. STEAM JACK - out NOW

    BBEnk
    by BBEnk · April 2014
    Also play testing I discovered a bug on mini-Game 2 Plasmag miner once you complete level it want advance to next level somehow I set a attribute back to zero not sure how that happened anyway already
  10. Beat 'Em Up Attribute Collision? Fighting An Enemy Help!?!?!

    colander
    by colander · April 2014
    Try a three game level attribute and use Constrain to record the hero's rotation position, position.x and position.y and use these in you enemy rules to determine the relationship between the two and
  11. Beat 'Em Up Attribute Collision? Fighting An Enemy Help!?!?!

    KenK
    by KenK · April 2014
    I have tried setting an attribute called 'PlayerFront' so that when the left button is pressed the 'PlayerFront' attribute is set to the left side of the player (I used the expression: self.position.x
  12. Destroy actor. spawn actor. then change scene. HELP!!!

    tenrdrmer
    by tenrdrmer · April 2014
    Create a self Boolean attribute called nextscene then at the same time as your play sound behavior change self.nextscene to true.
  13. How to trigger a Next Button for Drag and Drop Game

    Dude6230
    by Dude6230 · April 2014
    (Quote)
  14. How to trigger a Next Button for Drag and Drop Game

    tatiang
    by tatiang · April 2014
    Give each letter actor a self attribute (text) called self.myLetter. Manually enter the letter in as the default value for each actor. Then add these rules:
  15. Game works fine on preview player. Bug when testing on device.

    tatiang
    by tatiang · April 2014
    There may be an attribute you've forgotten to reset if it's working once but not after restarting.
  16. Last question about overscan/letterbox/stretch to fit before publishing

    BonepileGames
    by BonepileGames · April 2014
    I have Save and Load attribute. Do they work properly when I test my game through TestFlightApp.com ?
  17. How to fire a bullet in a curve

    deadbeat
    by deadbeat · April 2014
    Then get a change attribute behaviour and change self.motion.angularvelocity to 50 (change this number to increase the angle of incidence on the curve.)
  18. Store Set up with buying different Actors

    bjandthekatz
    by bjandthekatz · April 2014
    You can alter my demo to if game.coins is greater than self.Price and touch is pressed change attribute character selected to <#>. Just replace the Characters Purchased attribute with yo
  19. how to make actor return to original size when mouse is released??

    Adrenaline
    by Adrenaline · April 2014
    No problem! I don't know of a tutorial that does exactly this, but you'll see the practice of saving attributes in almost every tutorial out there.
  20. how to make actor return to original size when mouse is released??

    tatiang
    by tatiang · April 2014
    Create two real attributes called self.startWidth and self.startHeight (what you call them doesn't matter but they should be of type Real).
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