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Community Tutorials by Braydon_SFX
by Braydon_SFX ·The projects above will stretch the project a little to fit the screen. Because of this, actors may be squished a little bit. An easy way to solve this is to put a change attribute behavior inside the -
Fast Frame Swap
by CodeMonkey ·Though if you create a Real attribute to store the current game.Time(or self.Time) to subtract from the game.Time(or self.Time), then you can control the starting point of Time to 0, relative to when -
Tell Us About Tables
by quantumsheep ·If attribute level = 1 -
Bug across object/actor copies
by tatiang ·You're tempting fate by naming your attribute Death but I'll assume the bug also occurs for Love and other attribute names. =P -
Bug across object/actor copies
by Tryangle ·copy or copy of copy, without breaking the self attributes of all the other actors. Only deleting a self attribute that is in the actor and inherited by the copies, causes breakage in other actors. -
Fast Frame Swap
by slowcut ·Your image constrain animation could be such a calculation which would run perfect (if simplified) in the viewer, but not in the adhoc. But I have not tried yet. -
Fast Frame Swap
by Socks ·My thinking was that if the constrain behaviour (using game.time) produced this: -
Scene reset: resetting and saving score when changing scene
by Megaemman ·Yeah it took a minute but i figured it out, i needed a scene actor that had all of my attributes for saving scores into my score table once the level was completed. Just like slowcut said a loading a -
How to change actor color on trigger (when hit by another actor)
by Socks ·Change Attribute: self.color.Red to AAA -
Bug across object/actor copies
by Socks ·2) Add an attribute, let's call it 'Death' -
Fast Frame Swap
by Socks ·The constrain behaviour has no absolute fixed amount of 'strain' it puts on the processor, using constrain behaviour to track game.time and self.time and device.clock.xxx doesn't seem to be particular -
Remove table rows without shifting values?
by slowcut ·tableCellValue(your.table,"a"..number.attribute,column) -
Fast Frame Swap
by Socks ·I think a lot of what is attractive about using floor( game.Time *30)%21 is that it eschews all these tables and attributes and timers and rules - and is a simple one line animation driver that can do -
Remove table rows without shifting values?
by JScott ·block's value as it was spawned (having a +1 attribute with that attribute becoming the row number). Couldn't think at the time how to do that with multiple columns! Still makes my head hurt, though -
Screen Shaking for Prototypes
by ADSentertainment ·(Quote) -
Screen Shaking for Prototypes
by tatiang ·What @natzuur is getting at is that you have your spawned dynamite actor notify another unlocked actor on the scene via something like a boolean game attribute that gets changed when the dynamite acto -
Remove table rows without shifting values?
by JScott ·to a 1 column table (row=number of blocks attribute.). -
Scroll Screen with Finger Touch/Swipe
by CodeMonkey ·if you are going to make an attribute I suggest it not be one you modify. -
Fast Frame Swap
by CodeMonkey ·I do prefer using a counter attribute with a Timer behavior with 1/FPS for the every timer, or the mod+Rule condition trigger to increment the counter, because you can control the start and end of the -
Bug across object/actor copies
by Tryangle ·the actor acts in every way that it's self attribute is its own. But if I delete the self attribute from a copy, the other copies on the top level still have the self attribute visually but it break