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Help me connect the dots with expressions
by RThurman ·Constrain Attribute: self.myReallyLongDistanceFormula To: sqrt((pow(( game.Mouse.Position.X - self.Position.X ),2)+pow(( game.Mouse.Position.Y - self.Position.Y ),2))) -
Bad Collision Calculation
by zweg25 ·If it is colliding with the same actor just in different spots (i.e. object 1 is in 3 spots) you can make an integer attribute in the ball and call it collide number. Then make a rule in the ball that -
Timers to regulate enemy AI
by StormyStudio ·Definately a place for either at times. I did work out some cool work arounds to make interpolate be affected by collisions and stop on its paths at any given point. -
Timers to regulate enemy AI
by The_Gamesalad_Guru ·In these cases I'd rather use a move to behavior as it's more fluid but they can be tricky to use in this way. Interpolate is a brute force move and renders things like collisions useless. I prefer mo -
Timers to regulate enemy AI
by chicop ·then a rule when attribute self.position.y < 174 -
Bad Collision Calculation
by dmilinovichiii ·Does anyone know a way around this? Maybe by simulating collisions with velocity changes instead of the built in collision? -
Smartphone Games - Touch = Mouse?
by BlueTronic ·I'm making an iPhone game and I want to know if any mouse attributes will translate to touches when I use it on iPhone. I use mouse position attribute to detect the position of the touch -
Collision and score problem
by KevinCross ·stop. You've just said it's stops working when collisions happen -
Collision and score problem
by Gamer1992 ·And the reason am using real for score instead of an integer is because my game is an endless runner game therefore I'm using the real attribute as a score as a way of displaying the distance travel. -
Collision and score problem
by Gamer1992 ·Basically in my game I have a real attribute as a score and I also have an actor that if it the main actor collides with that actor, he dies and the game ends. -
How to Destroy Only One Spawned Actor?
by KevinCross ·You definitely need to remove the game.collision = rule from the bombs and the exploding bomb actors. You don't need to set a game.Attribute to flag if it's collided -
How to Destroy Only One Spawned Actor?
by JackSoft ·solution on the forum which was to create a game attribute boolean "collision" and set it to true on collision with hero. The when collision is true, run animation, destroy bomb an -
Completely stop bouncing?
by VolontaArts ·constrain self.motion.lin.vel.x to 0 -
working with < or > on a attribute.
by VolontaArts ·how do i make my attribute not able to go passed a certain number? i tried this but its not working. -
Temporary Megawave of actors
by shareef ·Well.. I think I found a way but now once the monkeys changed their speed and path type, they dont revert back.. even trough I used "for" on the timer attribute and "run to -
Temporary Megawave of actors
by shareef ·-change attribute: self.speed : random(100,200) -
Temporary Megawave of actors
by gyroscope ·And to stop any one of them, use a change attribute on the boolean to set it to true. Hope that helps. -
Collide rule only working sometimes. Is this what it means for GS to crash?
by gyroscope ·Hi, as you insinuated, it might have something to do with the timer changing the attribute... perhaps try change attribute to 0 in the spawned actor (so immediately its spawned, the attribute is reset -
State of GameSalad on 8-28-2013
by TioJavy ·and hits the game performance to have to constrain 5 actors in each layer just to create the illusion of a change layer behavior. I Know you have many request, thats the only one i think is holding m -
Jitter...
by VolontaArts ·i think it will. but not wrap. try constrain to X. i was working on my project where i had a actor colliding with another and stopping there. thats what i wanted. but when i constrained it yo Y...the