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How to change actors from one to another (cannot find the right behavior) + how to hide one of them?
by Armelline ·1. Make the alpha value of the actor 0, and have a rule something like: "When actor receives event touch is pressed, change attribute self.alpha to 1". With an alpha value of 0 it is -
Help with Rule
by FallacyStudios ·Change Attribute RB False -
Help with Rule
by B1984 ·I don't know... I can't seem to get the button to change the game attribute boolean to true once in game. I can start it as true, then when I click it stops but that's the end of the run. Maybe I'll t -
Help with Rule
by FallacyStudios ·Have you tried 2 rules? One with Touch Pressed making it true and one with Touch Released setting it false. If that doesn't work properly you can always have it be Constrain Attribute to True while Pr -
Ball Actor Doesn't Spawn On Next Level (Using "Crazy Wall Breaker" Template)
by FallacyStudios ·If that doesn't work then there is probably an attribute that is causing your problem. If that is the case, my guess would be it is an attribute like whether the ball is in play or not, so it won't s -
Help with Rule
by B1984 ·I'm trying to get a turret to rotate when a game attribute is true. -
Having trouble getting random spawned actors to work
by tatiang ·It looks right. Is game.ObjectSpawn an integer attribute? Is the timer inside of another rule? Is the actor unlocked on the scene if you double-click on it? -
Spawning random actors
by tatiang ·Also, one thing to note is that if you have an integer attribute and you set it to a value such as random(1,3) and then you have a rule when game.random=1... you don't need to also include conditions -
Having trouble getting random spawned actors to work
by tatiang ·These include attempting to type in an attribute name (which won't work) instead of selecting it from the menu, accidentally unlocking an actor so that it creates an "instance" of -
Spawning random actors
by umei ·I am looking to spawn random obstacles in my game. My obstacles are spawned every 2 seconds so I made an attribute 'random obstacle' and changed attribute to random(1,3) in a timer. -
Actor not destroying when tapped..?
by tatiang ·Also, make sure your rule is When attribute self.touch ≥ 4 -
Generating random actors at one specific location
by gyroscope ·Or just change an integer attribute, shown via a Display Text behaviour in the one actor. -
Generating random actors at one specific location
by tatiang ·You wouldn't spawn a new actor, you would just change the image. If you name your images carefully (e.g. "1.png", "2.png", etc.) then you can do change attribute s -
Timer loops...I need it to stop and....how to change to game over scene
by Armelline ·I know you've said you're using the png numbers, but they're just pulling from an attribute. I've used a self.TimeCount attribute, but you can point substitute it with any attribute. If you substitute -
Vector woes
by doodleswag ·cursor which can be dragged, with its position constraining to x and y attributes. When you press fire a projectile is spawned travelling along a vector angle (using the x and y positions of the play -
Actor not destroying when tapped..?
by justinodunn ·when actor overlaps/ collides with invisible actor, change attribute self.touch to self.touch+1. -
Game Highscore
by tatiang ·change attribute game.bestscore to game.score -
Can't edit scene (answered)
by tatiang ·3. The game is built in a single scene and instead of spawning actors, each actor uses an index attribute to know what the current level is and then changes itself based on that value. Check the lis -
How to spawn an actor every 10 points
by tatiang ·It depends a bit on how you're keeping score. If you have a game that counts up slowly from 0 to 1 to 2, etc., then you would create an integer attribute called game.ZERO and give it the value 0, and -
Adjusting Resolution, overscan and RI off