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  1. Storing data, when the game is closed

    Braydon_SFX
    by Braydon_SFX · February 2014
    If you want to save attributes, you'll have have to use the Save Attribute behavior.
  2. Storing data, when the game is closed

    jonmulcahy
    by jonmulcahy · February 2014
    anything you store in an attribute can also be saved, but requires more rules
  3. sideways scroller random height floor and ceiling

    quantumsheep
    by quantumsheep · February 2014
    Change self.attribute.positionY to random(50, 100)
  4. Complete Scene Reset

    BBEnk
    by BBEnk · February 2014
    Are you triggering a attribute to change the image?
  5. Change Velocity lil help

    Socks
    by Socks · February 2014
    Rule: When back is pressed change the drag attribute's value to a higher value
  6. Random spawn point no repeat (dealing with removing and adding rows)

    tatiang
    by tatiang · February 2014
    That's called a behavior, but yes, you would copy the master table back into the working table. You would use a timer for your actor spawning and then most likely have a rule that says When attribute
  7. On Start Instructions and Affecting Actors...

    3itg
    by 3itg · February 2014
    You can use a table and 1 game.attribute. I'll call it "NumberOfUnicorns",
  8. Retina vs Non Retina?

    Socks
    by Socks · February 2014
    @electricityGames(Quote)
  9. On Start Instructions and Affecting Actors...

    troynall
    by troynall · February 2014
    #1 - i created a "controller" actor. placed it on the screen. then when TIME = 0 seconds. I perform a behavior like CHANGE game.PLATFORM.size.width = GAME_ATTRIBUTE
  10. Retina vs Non Retina?

    electricityGames
    by electricityGames · February 2014
    haha XD that's great. thanks for all the help, i had tried the global attribute before but it communicated too slow. i'll work it out though.
  11. Retina vs Non Retina?

    Socks
    by Socks · February 2014
    Not necessarily, you can make a game level attribute (an attribute that all actors can see) and - using constrains - pass the X and Y information (and anything else you might want to communicate) from
  12. Retina vs Non Retina?

    Socks
    by Socks · February 2014
    transparency' method you will still need to constrain everything together.
  13. Retina vs Non Retina?

    Socks
    by Socks · February 2014
    With regard to the 'extra transparency' / 'offset' issue, rather than having the blank areas to accommodate the offset you could constrain elements together . . . the thing is, even if you use your 'e
  14. Random spawn point no repeat (dealing with removing and adding rows)

    Megaemman
    by Megaemman · February 2014
    first table before exhausted i would use this attribute:
  15. Flashing (blinking) Walls

    tatiang
    by tatiang · February 2014
    You can use the Timer or Interpolate behaviors to change the value of attributes including self.color.alpha.
  16. Why does actor rotate after spawning another actor?

    GabTobBen
    by GabTobBen · February 2014
    attributes
  17. [Help] Movement glitches

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · February 2014
    @BonepileGames, I'm using the collision actor constrained to your main actor so it rolls smoothly over any bumps in your platforms. You can have your missiles still tracking the main actors X and Y lo
  18. Request for template? post here!

    Thunder_Child
    by Thunder_Child · February 2014
    @tatiang yea I know the cross platform is nearly rxactly like I want....but for a nemoob like myself....when I go in to the attributes for it....absolutely nowhere can I find a refence to move the he
  19. Make Idle actor come alive using animation

    tatiang
    by tatiang · February 2014
    y-to-handle-actors-animate-and-change-image-sizes-collisions
  20. Request for template? post here!

    TouchiMedia
    by TouchiMedia · February 2014
    Zoom in / out by moving fingers or triggered by attribute from pressing button but keeping ALL hud actors in place without any subtle movements/jitters -- see also my thread:
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