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  1. Resizing multiple instances of different actors simultaneously

    tatiang
    by tatiang · January 2014
    Give the prototype actor an attribute (e.g. boolean) and a rule that checks to see if that value has changed. Ten have a rule that changes that attribute when a key is pressed. If you need the trigg
  2. Stop actors from doing there jobs.

    mrcameron999
    by mrcameron999 · January 2014
    Hello in my game i have it where when a actor collides with another actor -1 of an attribute called lose. Lose is st to 3 and when it gets 0 I interpenetrate the camera to go up. How ever i have anoth
  3. Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...

    jorkos
    by jorkos · January 2014
    I'm not going to rotate the actor so yes I could simply constrain to a global X & Y....i'm just wondering if there is a more efficient thing to do or is that the most efficient. Thanks for you
  4. Number Divisibility Rules Snippet

    JSproject
    by JSproject · January 2014
    Holy Mary! For a more calculated and smoother change attribute process Barbara would have to interpolate into Tony or vice versa.
  5. Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...

    Socks
    by Socks · January 2014
    Otherwise . . . Just make two game level attributes, Master X and Master Y, and constrain everything to them.
  6. Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...

    Socks
    by Socks · January 2014
    . . . for exactly this kind of thing, but I think 18 constrains might start to get a little cumbersome ?
  7. Number Divisibility Rules Snippet

    Socks
    by Socks · January 2014
    **(actually 'change attribute' has also just become free, he was killed by one of those robot spider things, may 'change attribute' rest in peace)***
  8. Most efficient way to constrain 9 actors to constantly shifting X & Y coordinates...

    jorkos
    by jorkos · January 2014
    around, what is the most code efficient way to constrain the position of all actors to one set of shifting X & Y real points. Thoughts? Ideas? Is there a way for me to snap some actors to ot
  9. What's wrong with this code?

    limes336
    by limes336 · January 2014
    (Quote)
  10. What's wrong with this code?

    Socks
    by Socks · January 2014
    (Quote)
  11. Spawning more than 1 enemy using every and random and every timer

    luke2125
    by luke2125 · January 2014
    Change Attribute: game.enemychallenge to 0. In other words, I had to reset this attribute so it will begin to spawn again, since I have a Rule - > Change Attribute: game.enemychallenge <
  12. What's wrong with this code?

    limes336
    by limes336 · January 2014
    My code is not working, and I have isolated the problem. It seems that this rule is not working: [if (self.rotation) > 0] I wondering if the attribute self.rotation is relative to the actor ins
  13. Spawning more than 1 enemy using every and random and every timer

    Socks
    by Socks · January 2014
    Ok, so every 5 seconds this attribute is changed to a random number between 1 and 3.(Quote)
  14. Help Please collision problem

    Socks
    by Socks · January 2014
    That's causing the problem, the change size attribute seems to stop collisions being detected.
  15. Number Divisibility Rules Snippet

    slowcut
    by slowcut · January 2014
    If mod(game.attribute,2) = 0
  16. Number Divisibility Rules Snippet

    Armelline
    by Armelline · January 2014
    If game.attribute%2 = 0 then trueDivisible by 3:
  17. Fast Frame Swap

    Socks
    by Socks · January 2014
    I've attached a demo file where I've stripped the timer/every method down to its basics, relieved it of all its chores, attributes and as much code as possible, so it can run as unhindered as possible
  18. Fast Frame Swap

    CodeMonkey
    by CodeMonkey · January 2014
    I'll do a long version but quickly. It does use a few self attributes, but it makes it pretty dynamic.
  19. Tell Us About Tables

    slowcut
    by slowcut · January 2014
    If you want to stick with the constrain:
  20. Fast Frame Swap

    Socks
    by Socks · January 2014
    If you have the time (I know you are busy) could you post an example of what you mean by ". . . counter attribute with a Timer behavior with 1/FPS for the every timer . . . " ?(Quote
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