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Flicker and opening doors
by harrywatson ·a boolean attribute, an integer and washing out my brains -
State of GameSalad on 11-6-2013
by Socks ·the start of the game, the following two Change Attribute rules places the actor on whole pixel values. (I'm guessing you know most of this already, but might be useful to someone with the same issue -
True and False statement trouble?
by AppTaco ·What you need is your game to know if the actor has gone to point A yet. First create a boolean attribute and name it "A reached" (or whatever you want to call it), then make a rule -
Spawn massage one time
by nir3112 ·(Quote) -
True and False statement trouble?
by allc1865 ·When actor collides with point A, change attribute to false. -
Spawn massage one time
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GameSalad seeming bug. Can someone explain this to me?
by RThurman ·I can confirm that this umm... misbehavior is happening in GS 10.4.0 (I haven't upgraded to 10.4.1 yet). It happens when numbers other than 0 and 1 are used. And it happens if the attribute is a ga -
GameSalad seeming bug. Can someone explain this to me?
by AlchimiaStudios ·I replicated your logic and ran debugging. Working perfectly fine. Try using display text to display the self attribute and see if it's changing that way. Also if you don't clear out your debugging st -
endless runner platform overlapping with previous platform
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Submitting Game to Apple
by colander ·ok thanks BBEnk. Bummer if not for that one unchangeable runtime attribute. -
General Questions
by tatiang ·(1) Sure, you can keep track of an actor's x/y position by copying the values to game attributes (change attribute game.XPosition to self.position.X) and then using those (change attribute self.positi -
GameSalad seeming bug. Can someone explain this to me?
by EarthSpirit ·Try it.. create a new project with one actor. Have a rule with 2 conditions. If actor position < 400 and attribute = 0 then set the attribute to 1 and do the debug statement "LOOP RAN& -
Timer Countdown question
by KevinCross ·Do you mean it's counting down from a positive number and then going into a negative number once it reaches zero? Add a rule to stop it from going below zero or set your timer attribute as Index. Inde -
Destroying dots on miniMap...?
by Braydon_SFX ·When I touch a main coin, I change a game attribute to the ID number of that main coin, for example, 2. -
Destroying dots on miniMap...?
by Braydon_SFX ·When attribute: game.HowMany = 0 -
Destroying dots on miniMap...?
by Braydon_SFX ·Create an Integer game Attribute called "HowMany." Leave the value at 0 for now. -
Timer Countdown question
by KevinCross ·Although calling it time will probably work I'd recommend against it because there's already a built in attribute called Time. Call it gameTime or timer etc. -
Timer Countdown question
by allc1865 ·Okay. So I would create an attribute. Do I set it to anything in this area here? -
Timer Countdown question
by KevinCross ·Change Attribute: game.gameTimer = 5 * 60 -
Timer Countdown question
by allc1865 ·I would create a Real attribute and call it Minutes*60?