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  1. Community Tutorials by Braydon_SFX

    Braydon_SFX
    by Braydon_SFX · January 2014
    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
  2. Fast Frame Swap

    CodeMonkey
    by CodeMonkey · January 2014
    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
  3. Tell Us About Tables

    quantumsheep
    by quantumsheep · January 2014
    If attribute level = 1
  4. Bug across object/actor copies

    tatiang
    by tatiang · January 2014
    You're tempting fate by naming your attribute Death but I'll assume the bug also occurs for Love and other attribute names. =P
  5. Bug across object/actor copies

    Tryangle
    by Tryangle · January 2014
    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.
  6. Fast Frame Swap

    slowcut
    by slowcut · January 2014
    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.
  7. Fast Frame Swap

    Socks
    by Socks · January 2014
    My thinking was that if the constrain behaviour (using game.time) produced this:
  8. Scene reset: resetting and saving score when changing scene

    Megaemman
    by Megaemman · January 2014
    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
  9. How to change actor color on trigger (when hit by another actor)

    Socks
    by Socks · January 2014
    Change Attribute: self.color.Red to AAA
  10. Bug across object/actor copies

    Socks
    by Socks · January 2014
    2) Add an attribute, let's call it 'Death'
  11. Fast Frame Swap

    Socks
    by Socks · January 2014
    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
  12. Remove table rows without shifting values?

    slowcut
    by slowcut · January 2014
    tableCellValue(your.table,"a"..number.attribute,column)
  13. Fast Frame Swap

    Socks
    by Socks · January 2014
    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
  14. Remove table rows without shifting values?

    JScott
    by JScott · January 2014
    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
  15. Screen Shaking for Prototypes

    ADSentertainment
    by ADSentertainment · January 2014
    (Quote)
  16. Screen Shaking for Prototypes

    tatiang
    by tatiang · January 2014
    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
  17. Remove table rows without shifting values?

    JScott
    by JScott · January 2014
    to a 1 column table (row=number of blocks attribute.).
  18. Scroll Screen with Finger Touch/Swipe

    CodeMonkey
    by CodeMonkey · January 2014
    if you are going to make an attribute I suggest it not be one you modify.
  19. Fast Frame Swap

    CodeMonkey
    by CodeMonkey · January 2014
    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
  20. Bug across object/actor copies

    Tryangle
    by Tryangle · January 2014
    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
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