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  1. GS can't self reference variables?

    joshiwu
    by joshiwu · March 2014
    You see camera size is a dynamic attribute that is already got a constrain on it. It's actually very simple. And why is your camera so small? Are you sure you're not thinking of camera origin?
  2. GS can't self reference variables?

    joshiwu
    by joshiwu · March 2014
    Kind of stupid to think constrain screen size to itself would have an effect. Try this, it might let some of the stupid out of your skull.
  3. integer above 9999 ??

    gyroscope
    by gyroscope · March 2014
    Try a little experiment: make an integer attribute and input its start value as 1000000000
  4. Help me sort out an actor problem

    gyroscope
    by gyroscope · March 2014
    (If your track was horizontal and vertical, you could perhaps detect collisions via tables, or another way, which would take a long time to make work, would be to constrain your x and y locations of y
  5. Bug or not- you shell decied.. i runned out of ideas.

    gyroscope
    by gyroscope · March 2014
    @roimulia A straightforward way would be to make an integer attribute, lets call it Pick.
  6. GS can't self reference variables?

    Backtothis
    by Backtothis · March 2014
    Yes, that's what I have right now. The thing is, I only intended for pass by value. I had assumed that by saying [constrain] camera.height = camera.height, that it would substitute the value of came
  7. Shame

    mothra1
    by mothra1 · March 2014
    Any answers on how to use timers. When the player collides with an obstacle (spikes), a game level attribute "playerdead" becomes true and the player is "destroyed"
  8. State of GameSalad on 2-27-2014

    wpaten
    by wpaten · March 2014
    (Quote)
  9. State of GameSalad on 2-27-2014

    FallacyStudios
    by FallacyStudios · March 2014
    A really simple fix to the collision would just be to let us specify the width and height of the actors collision box. An image that is 60x60, but you want the collision at 40x40, you could just type
  10. State of GameSalad on 2-27-2014

    jonmulcahy
    by jonmulcahy · March 2014
    (Quote)
  11. State of GameSalad on 2-27-2014

    Armelline
    by Armelline · March 2014
    (Quote)
  12. State of GameSalad on 2-27-2014

    StormyStudio
    by StormyStudio · March 2014
    I think the 'custom physics shapes in the future' line in the roadmap is the closest reference to pixel collisions...
  13. When zooming, some actors no touch

    joshiwu
    by joshiwu · March 2014
    I have two actor set up to constrain to my HUD, even during zoom, as demo'd by tsb.
  14. Spawning random actors

    tatiang
    by tatiang · March 2014
    rules to check for certain values of the random attribute value but... because it's moving and remains on the scene for a little while, it runs these rules each time the random attribute changes.
  15. GS can't self reference variables?

    POM
    by POM · March 2014
    As to your subject, once you go into a pause scene, you can't have access to your previous scene from that pause scene, think about it as if the pause scene is a completely different module with acces
  16. Tizen build error----SOLVED

    mveltini
    by mveltini · March 2014
    java.io.IOException: /C:/Users/crashbysmomentslife/workspace/FlappyFly (3)/.build/.build86bd348f8ca7b1da/config.xml's Unknown attribute :TYPE
  17. GS can't self reference variables?

    Backtothis
    by Backtothis · March 2014
    Constrain {self.camera.height = self.camera.height}
  18. Spawning Actors in a 2D game

    tatiang
    by tatiang · March 2014
    Place an actor on the scene with a Spawn Actor behavior in its rules. To hide an actor, add a Change Attribute behavior and change its self.color.alpha to 0. That attribute is a decimal value from 0
  19. Adding custom number fonts.

    Armelline
    by Armelline · March 2014
    Next try turning off the constrain image, and adding a new constrain image that constrains it to just "1.png", see if it shows up then.
  20. Adding custom number fonts.

    Shadow_Development
    by Shadow_Development · March 2014
    (Quote)
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