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  1. AI Help Needed

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · November 2013
    Is your Waypointcheck Attribute, Game Level? If you make it Actor Level instead it should be independent for each enemy.
  2. Collision Shape + Animation

    AppTaco
    by AppTaco · November 2013
    The method @Braydon_SFX mentioned is a good way to do it. Another way is to make the fire animation a separate actor from the plank. You can then constrain the x,y coordinates of the fire animation ac
  3. Bug in pro?

    Everwild
    by Everwild · November 2013
    We are in the beginnings of working on a game that has one actor passing over another, triggering an attribute to go to true, otherwise be false.
  4. How to Convert Table integers Scores to Specific Images

    DaGreatness
    by DaGreatness · November 2013
    This will be done on the image(actor which i want to constrain correct)
  5. How to Convert Table integers Scores to Specific Images

    DaGreatness
    by DaGreatness · November 2013
    i know you will have to create a save and load attribute as well at the end so it keeps the score, but i need to know how to set this up, i have the general idea on how to do it, but i need to just c
  6. Why doesn't this formula work

    CodeMonkey
    by CodeMonkey · November 2013
    Change Attribute: self.Position.X
  7. Self attribute to rule them all...

    gyroscope
    by gyroscope · November 2013
    Hi @matarua I can confirm that I had this problem not long ago, and did inform GS Support… I think it's a bug that's crept in as well…gotta be, hasn't it…. a self attribute should be concerned with &a
  8. Self attribute to rule them all...

    matarua
    by matarua · November 2013
    So I just broke my actors by deleting a self.attribute on another actor - the expression replaced 'self.rotateSpeed' to ' 0 '
  9. Match sound to randomly selected statement

    smalling
    by smalling · November 2013
    is a rule for each sound triggered by an index attribute created by the column in the selected table row.
  10. Why doesn't this formula work

    jonmulcahy
    by jonmulcahy · November 2013
    what is the attribute in the rule?
  11. Attributes & GS

    ingenious.applications
    by ingenious.applications · November 2013
    (Quote)
  12. Attributes & GS

    tatiang
    by tatiang · November 2013
    much easier than adding dozens of individual attributes. Two things come to mind:
  13. error with direction buttons

    Socks
    by Socks · November 2013
    GameGenius1,000,000: "Hey guys, got a couple of rockets like fighting and !@#$% and like one is meant to be like kind getting points and !@#$% and like it was meant to be 500 points or somethin
  14. error with direction buttons

    Socks
    by Socks · November 2013
    . . . place: Change attribute game.Up Pressed to false.
  15. How do i animate a actor ?

    appgameplay
    by appgameplay · November 2013
    (Quote)
  16. How do i animate a actor ?

    gyroscope
    by gyroscope · November 2013
    There's a really good template in the initial box that appears when you open GSC, under Open Recent Projects, it's called Platformer Template. I recommend you open that and study the Rules, you'll lea
  17. How to change color?

    Geta-Ve
    by Geta-Ve · November 2013
    (Quote)
  18. How to destroy an actor after certain amount of taps?

    zweg25
    by zweg25 · November 2013
    Yes this is very possible. Go to your actor and make an attribute in him called taps (do this by going into the actor and then hitting th plus sign under the actors attributes- i.e. position, size, co
  19. How to destroy an actor after certain amount of taps?

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · November 2013
    Make an Integer Attribute called Taps, then on the actor do a rule when touch is pressed add 1 to Taps. Do another rule that says when Taps = 3, destory the actor.
  20. How to destroy an actor after certain amount of taps?

    Socks
    by Socks · November 2013
    Make an attribute.
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