-
How can I connect two object to move in tandom?
by Franto ·I also like how some attribute formulas can use math to do interesting things. I managed to make an awesome attack that changes size and shrinks depending on a power meter and depletes when the energy -
How can I connect two object to move in tandom?
by pixelpowervfx ·You sound like you have been at this more than I have, I think I understand though, I am still learning the relationships of each attribute and behavior; and how they relate to each other. It is weird -
Screen Shaking for Prototypes
by natzuur ·When X(the game attribute you create) is true -
How can I connect two object to move in tandom?
by Franto ·Make two game attributes for your characters self.x and y. Use constrain attribute to do this. Then make another character and constrain their x and y positions to the game attributes that are linked -
Bug across object/actor copies
by tatiang ·I hate to argue but this is not so much a "bug" as a design choice. @slowcut explained it well above. Prototype attributes are available to their instances but each instance doesn' -
Screen Shaking for Prototypes
by ADSentertainment ·(Quote) -
Screen Shaking for Prototypes
by RossmanBrothersGames ·By "instance" I think he means unlocked. No if you are spawning the actors they can't make the screen shake. You would need them to trigger an attribute that n actor controlling the -
Bug across object/actor copies
by Tryangle ·I should add that the self attribute from other copies stays, but all references in the logic to that self attribute are changed to 0 values. -
Bug across object/actor copies
by Tryangle ·No, you misunderstand. This bug occurs with prototype objects, not with unlocked unique versions in a scene. Copying a prototype as a new prototype, and then removing a self attribute has the effect o -
Scroll Screen with Finger Touch/Swipe
by TouchiMedia ·Right now, I am setting my original camera / x,y attributes when mouse button is down rule. Then I do the constrain camera stuff that is discussed above. It scrolls when you touch and drag until edg -
More efficient: more code or constraints?
by slowcut ·Hi it would not slow down your performance if you use some constrain behaviors in your game. -
More efficient: more code or constraints?
by RossmanBrothersGames ·I was wondering if I could get your thoughts on what would be more efficient requiring less work for game salad. Having a simple constraint to do a process, or adding a line or two of code but removin -
Bug across object/actor copies
by slowcut ·In the GS version that I use, it is only possible to delete self.attributes from a prototype. -
Bug across object/actor copies
by Tryangle ·To give context, what I did originally was I created a "universal" object/actor, and placed within it general properties that may or may not be used across objects/actors that I woul -
Scene reset: resetting and saving score when changing scene
by Megaemman ·Ok I think I'm missing a loading attribute.....and it would be put in the high score actor ? -
How to stop animation
by StormyStudio ·You can make a game attribute (call it something like 'train_moving') and check if it = 1 then play animation. then have a rule that changes the 'train_moving' attribute to 0 when the train stops... -
Dynamic attacks and energy meters
by Franto ·Ah, thanks for the feedback. I put the kph display for fun, but since I had put the x-speed value as a real attribute, it shows up with decimals and changing it to an integer attribute makes me fear h -
Scene reset: resetting and saving score when changing scene
by tatiang ·You forgot to reset your score attribute. Game attributes do not reset when you change scenes. You have to do it manually (change attribute game.Score to 0). -
Scene reset: resetting and saving score when changing scene
by Megaemman ·The problem is whenever i leave the scene or change to a new scene the score from the previous game remains. I've tried a change attribute behavior ( game.score To:0) but that erases the High Score. -
Choose random actors from a weighted list...
by playincorporated ·Set Attribute: game.wave_population = random(1,5) # we can have from 1 to 5 attackers per wave