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Can i flip Horizonatal actor Detect with mouse position :D
by rainwaterstudios ·(Quote) -
Coins !
by Socks ·So, of course, we want our Constrain behaviour to produce a result that goes . . . -
Can i flip Horizonatal actor Detect with mouse position :D
by Japster ·....or do you mean you want to flip it by setting the image flipped? - there's an actor attribute for that, to easily flip the image used, either for horizontal, vertical, or both? -
'Pause Game' inside a 'Pause Game'
by rainwaterstudios ·I initially was planning on using a game attribute (i.e. game.Pause) to pause/unpause the game by saving each actors position and velocity, then loading those values when game.Pause=0. This won't work -
trying to improve an effect in my game...
by Adrenaline ·Example: you just scored 2000 points. The bar will fill from left to right to the point that coincides with 2000. When it hits this point, it will pause for an instant and then go back down to 0 until -
State of GameSalad on 4-18-2017
by Icebox ·instead of creating 2 real game attributes and constrain them to self.position x and self.position.y.If we had access to current scene attributes we can use the position of the player on any other act -
State of GameSalad on 4-18-2017
by fmakawa ·I suppose that would only be limited to the default scen attributes and not attributes you add? I might be wrong here but having access to scene attributes that we create outside that specific scene w -
State of GameSalad on 4-18-2017
by Japster ·up, etc, etc), or 23 and 7, etc, and if a donor attribute can be high enough, you can even populate X amount of digits for info, eg, integer fields might give a few numbers at a time - 2 billion or s -
Use interpolate to make animation occurs problem
by Weiyu ·Do Change Attribute A.Boolean = not(A.Boolean) -
Random Non-Repeating values based off of user input
by Z-Bash ·Ideally I would have the table make a set number of rows based off of the difference between the max and min attributes and fill those rows with consecutive numbers, and after the number is selected i -
State of GameSalad on 4-18-2017
by adent42 ·@Armelline reusable behavior groups is likely a tool only feature, which is a good thing. The bad thing is that it's a complicated tool only feature because of how our ID and attribute referencing sys -
I need help with my Non-Consumable IAP!
by Armelline ·Did you wrap your change scenes in rules? You need to have an attribute that records if ads have been removed. Then each scene change needs to have a rule around it - if the attribute is true, it trig -
Refresh collision when touching a new actor?
by RThurman ·(Quote) -
Can't stop colliding whilst still colliding
by imjustmike ·(Quote) -
Can't stop colliding whilst still colliding
by The_Gamesalad_Guru ·If you use my custom collision shpe animation technique you can have robust animation collisions and avoid using circle or square options. Also I would try putting the collision rule in a loop to jump -
Refresh collision when touching a new actor?
by graapl ·(Quote) -
Refresh collision when touching a new actor?
by RThurman ·Instead of only detecting collisions -- you might want to detect abrupt changes in linear velocity. Also try detecting abrupt changes in angular velocity. -
Refresh collision when touching a new actor?
by graapl ·1.) Create an integer game attribute called "SoundsAlreadyPlaying" -
Refresh collision when touching a new actor?
by tatiang ·Edit: here's a demo. If you slow Actor 1's speed to something like 25, you can see when the collisions are detected (according to the count). -
Refresh collision when touching a new actor?
by graapl ·The sound should play once, every time it touches a new clickable actor. The current issue is that the sound will only play once when a clickable actor touches another clickable actor (which is great