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Registering when a user takes a step?
by Conifer_Apps ·when attribute game.accelerometer.x is greater than .5 change attribute game.day's steps to game.day's steps + 1 (for the phone in a user's pocket upright) -
multiple spawn same actor destroy problem "old thread" was a solution found!
by jay2dx ·"actor/actors are destroyed using an on/off type scene attribute, destroy actors true or false, then when actors are spawned using a similar on off attribute they instantly destroy themselve -
How do I make on 1 Actor an on/off Button?
by BBEnk ·Use a integer for game.Stop then in your touch rules change attribute make it say Change Attribute game.Stop too mod(game.stop+1,2) and that will toggle it on/off -
How do I make on 1 Actor an on/off Button?
by Socks ·Make an integer attribute - call it something exciting like "cheese". -
How do I make on 1 Actor an on/off Button?
by Philipppuus ·I create in Game Attributes a Stop_Camera Boolean. -
Assigning Priorities
by tatiang ·Keep track of the number of cards that have been dealt in an integer attribute called game.cardsDealt -
Community Tutorials by Braydon_SFX
by Braydon_SFX ·In this tutorial, I show you how to use the new Change Scene behavior found in the GameSalad Release Candidate and Nightly Builds. It's very powerful and can save tons of time. Getting a little headac -
Assigning Priorities
by tatiang ·Sure, you can use assign a state to an integer game attribute (e.g. game.State) and have certain actors increase the value of the attribute and other actors only trigger rules when the attribute is a -
Scene.index is awesome
by Braydon_SFX ·Great. I'm getting ready to do that now. There are two "easy" methods I've found that work great. One method only requires one change attribute, and the other requires two change att -
Player FORCING itself through platform?
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An efficient way of counting down time across multiple objects
by tatiang ·Sorry, I should have explained. When doing something like Every 0.1 seconds change attribute game.timer to game.timer - 0.1, if you put a Display Text with game.timer in the actor, you'll see fluctua -
Point and Click after Camera movement
by sean121087@msn.com ·Basically I had no idea what a 'real' game attribute did but now I know and now I am able to do a bunch of things I previously could not. So thank you. -
How to Make Animations in Gamesalad
by Socks ·Make a boolean attribute for the actor - and then set up a rule that switches this attribute to true when the tab key is pressed - then set up another rule that says when this attribute is true then p -
Controlling actors
by matarua ·You will see all attributes create a code string that will be like this... -
Controlling actors
by bjandthekatz ·Create a boolean attribute called collide, under the attributes tab, not in the actor. -
An efficient way of counting down time across multiple objects
by tatiang ·There is a bug when decreasing a counter attribute with a timer. -
Controlling actors
by MattButlerStudios ·What do you mean by game attribute? Change attribute? @matarua -
Controlling actors
by matarua ·Use a game attribute to do this - not a self attribute. -
Positioning Based on Percentages
by RThurman ·Change Attribute: self.position.Y To: game.Display Size.Height - 45 -
How Do I Get Lives to Reset When I Go Back To Scene?
by willkesling ·One of the things you can do is create an off screen actor called rules. In your rules have a timer that runs after 0.5 that changes the attribute lives to 5.