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self.visible = true
by jignatowski ·I have an actor that starts with a visibility of false. Based on an event, I want to simply change the actor's visibility to true but it is not working? I using the change attribute self.visible to -
Problem with animation stopping when exit/return to scene
by lkmad ·I have this potion scene in my point and click game where you put water in the cauldron and to show it's boiling, it plays an animation of 6 frames. So you click with the water jug, attribute sets to -
Switching Gravity on and off?
by UtopianGames ·Make a game attribute call it direction and make it an integer leave it set to 0 now make a button to press to swap the direction of accelerate and do a rule if touch is pressed change game.direction -
Spawning one actor at a time.
by tatiang ·When attribute game.Time ≥ game.timeStamp + game.spawnDelay -
Change Size
by AppTaco ·Rule#1 If self.height is 100 (saying that the original height is 100) and button up arrow is pressed, then change attribute self.height to 150. -
Spawning one actor at a time.
by tatiang ·[Create real attributes called game.timeStamp and game.spawnDelay. Set game.spawnDelay to some number of seconds such as 5.] -
Score based on collision avoidance
by UtopianGames ·@andryhakim in the actor that's moving left be it a pipe of hazard or whatever just do a rule if self.position.x < 20 (change 20 to suit) then change attribute score to score + 1 obviously you -
Spawning one actor at a time.
by tatiang ·of the timer, choose a random value (Change Attribute game.randomNum to random(1,4)) and then spawn a specific ball color at a specific location based on that value. -
Star system problem
by tatiang ·No. It needs to be a separate rule from the collision rule. You also have a rule that does a Reset Scene behavior. In that rule, you need to place a Change Attribute game.score to 0 behavior right -
Star system problem
by TurtleTonic ·I have game attribute "score" that counts fruits. And if player hits wall, or falls, I've set attributes that change "score" to 0. And that is on top of Reset Scene -
Star system problem
by tatiang ·The scene reset behavior does not affect the values of game attributes. So if you are storing the number of collected fruits in a game attribute, you need to manually reset that value (Change Attribu -
Display time when displaying information from tables
by tatiang ·The Display Text behavior constrains (constantly updates) the expression value so there isn't a need to use a separate timer or constrain behavior with it. -
Need help with an RPG :)
by tatiang ·Attributes are defined in the cookbook in the link that @quantumsheep posted above. If you have questions about a specific type of attribute, feel free to post them. -
Random platform spawner issue
by Socks ·@tzunito(Quote) -
Display time when displaying information from tables
by dkatz621 ·I figured out what the problem was! In your example, you put the display text attribute outside of the timer i.e. independent of. In my code I had it inside the timer. Man, the smallest things..... -
Random platform spawner issue
by tzunito ·Timer -> every 1 seconds (run to completion set) -> change attribute: game.Random_Front_Layer to Random(1, 5) -> -
Can't seem to find "Custom Key" in the Save and Load attribute
by tatiang ·If it didn't work when you typed in a key for the save and load attribute behaviors, I'm not sure why that would be the case. You're welcome to send me a link to download your file and I can take a l -
Continious Background Scrolling iPad Landscape
by John67 ·When Attribute self.Position.X =< -self.Size.Width/2, -
Spin a group as a single object?
by Socks ·and one for 'rotation'. . . . one of the three constrain behaviours controls horizontal position of the actor, one controls the vertical position and one controls the rotation, so 'orbit' and 'radius -
Spin a group as a single object?
by x2501x ·As for the source of my confusion--In your instructions, you say that LinkMachine controls three variables, Orbit, Radius and Rotation. Later, in your instructions, you say:Then add three constrain be