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  1. Best way to handle image sizes upon import?

    Socks
    by Socks · January 2014
    you are free to ignore that method and instead constrain individual character elements to each other . . . here's project I made to help GS users link objects, hopefully it might be some help to you
  2. Best way to handle image sizes upon import?

    Muphins
    by Muphins · January 2014
    Now I just need to figure out how constrain the sword properly...
  3. Tutorial or introduction for your game?

    colander
    by colander · January 2014
    Create and integer or boolean attribute when your game starts for the first time it goes straight to the tutorial screen when the player exits the screen change the attribute and save it to a table so
  4. Tutorial or introduction for your game?

    mikkelnymand@gmail.com
    by mikkelnymand@gmail.com · January 2014
    And I'm not looking to interpolate everything you need for the tutorials on timers and if attribute statements. I was thinking of a more suitable overlay, maybe even a different screen.
  5. Best way to handle image sizes upon import?

    Socks
    by Socks · January 2014
    @Muphins(Quote)
  6. Best way to handle image sizes upon import?

    Muphins
    by Muphins · January 2014
    Or is the coin constrained to the pelican's bill?
  7. non ad version of your game question?

    wpaten
    by wpaten · January 2014
    Right but this is an attribute that we would set up completely separate from that. It would make no sense for Gamesalad to arbitrarily change boolean attributes. If that were the case then we would
  8. Getting width of entire scene.

    Socks
    by Socks · January 2014
    Get the unlocked actor to pass some useful information into a '.game' level attribute (which any actor can access).
  9. Getting width of entire scene.

    natzuur
    by natzuur · January 2014
    @jmachado999 A sort of workaround to this would be to place an actor on the right of the scene at the edge and have a global attribute for scene width you create. Then constrain the attribute to self.
  10. Collision box, need help

    tatiang
    by tatiang · January 2014
    You'll need to constrain an invisible actor to the Roll actor and have it move up and down in sync with the animation. Then create a rule on your main character actor that checks for collision with t
  11. non ad version of your game question?

    wpaten
    by wpaten · January 2014
    (Quote)
  12. Collision box, need help

    tatiang
    by tatiang · January 2014
    game.RollY to check its value and make sure the constrain is set up properly.
  13. Collision box, need help

    silvios
    by silvios · January 2014
    Create attribute Roll.Y
  14. Collision box, need help

    KillerPenguinStudios
    by KillerPenguinStudios · January 2014
    You could also create a custom hit box. Create an invisible actor and constrain it to the "things" x and y and say when player collides with custom hit box then game over.
  15. Collision box, need help

    tatiang
    by tatiang · January 2014
    You need to make sure there is no extra space in the image file below the visible portion of the "thing." Or, you can just code it so that the main character actor is only affected
  16. non ad version of your game question?

    FallacyStudios
    by FallacyStudios · January 2014
    Attribute Boolean: Pro? = False (Show Ads)
  17. non ad version of your game question?

    wpaten
    by wpaten · January 2014
    There a couple of ways to do this but the easiest way I think is just to create a Game Attribute (Boolean). Name it Show Ads and set it to True. Then on the screens that you want to show ads you cre
  18. Gamesalad for windows...

    Hopscotch
    by Hopscotch · January 2014
    "Index" in this context refers the Table Row, not the type of Attribute. As @CodeMonster and @colander said, use an Integer Attribute. I also never use the Index type.
  19. Trouble with a certain kind of movement

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · January 2014
    Change attribute. self.motion.linear velocity. X To 0
  20. Saving Time Score

    tatiang
    by tatiang · January 2014
    Create a real attribute called game.raceTime and another one called game.bestTime. Set game.bestTime to a large number (e.g. 9999).
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