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Refresh collision when touching a new actor?
by tatiang ·I'm confused... are you wanting a collision detection to occur repeatedly or only once? If only once, the setup you have above should work by changing a boolean value and including that attribute con -
Plane stuck in one area.
by Icebox ·You need to add scene.camera.origin.x and scene.camera.origin.y to the 2 constrains -
Timer (Run to completion) causing an infinite loop?
by Socks ·When actor A collides with actor B the attribute called 'Y' changes from 0 to 1 after 2 seconds . . . then 2 seconds later the same attribute changes back to 0 ? -
Timer (Run to completion) causing an infinite loop?
by 3absh ·-When attribute Y = 0 -
Custom Collision Shapes not Working
by eoin ·I am in the same place, I have purchased Physics Editor for a new project and The Custom Collisions just do not work now. They just revert to Rectangle, Pretty Annoying. can anyone confirm or deny tha -
Make a ship turn in a cirkel - Help
by Toke T ·constrain. -
Can't stop colliding whilst still colliding
by Icebox ·The workaround is to place the collision rule in the player instead of the box , you can work it out with a game attribute , if game.destroy is true do nothing otherwise collide with actor box. -
Can't stop colliding whilst still colliding
by imjustmike ·I was hoping that I could have a self attribute called self.destroyed and a rule that says when self.destroyed is false, collide with hero, else nothing. -
Restrictions of constraining animation to velocity with max speed
by Socks ·then backwards (and so on repeating) then constrain the controller to a sine wave, want the animation to pause and then later continue from the exact frame it paused on (a very common request) then j -
Restrictions of constraining animation to velocity with max speed
by Socks ·Constrain a controller actor's angular velocity to the original actor's speed, then constrain the animation frame to the controller actor's angular velocity. -
Restrictions of constraining animation to velocity with max speed
by imjustmike ·Sorry, should have mentioned, those attributes are constrained to the x and y velocity. -
Restrictions of constraining animation to velocity with max speed
by imjustmike ·I also use a constrain image to the actors magnitude so actor's animation speed matches the actor speed: -
State of GameSalad on 4-18-2017
by Japster ·of combination events, so simply using an actor attribute to make it a standard paste-able block won't work without really complicating things). It's probably not the best example, but ie. enemy A.I -
How can I have the same object in many levels to be specific by level ? Thanks for your help !
by lavoiesvfx ·I tried to figure out how to do it in the Table and after bringing using the attribute as you mention. -
Im trying to make a mini map
by dcurren6 ·I've watched the only video i could find on YouTube which shows me how to make the mini map but it doesn't work the same as on the video the mini dots don't move once I put in the cords of the screen -
Keeping Actor in a linear movement
by tatiang ·To keep the actor on the edge of the screen, place the actor there. If you only constrain the Y position (as @Socks suggested) and do nothing to the X position, the actor will stay there. -
Keeping Actor in a linear movement
by Socks ·--Constrain self.postion.Y to mouse.position.Y -
Camera Control for a Runner Game
by Japster ·Not quite getting what you need, but you could perhaps constrain another (unseen) camera controlling actor (instead of the player) to the player's Y co-ord +/- a modifier, (perhaps based on speed?), a -
Are timers still inconsistent, or could I be doing something else wrong?
by Adrenaline ·Spawn actor A at the center of the screen. It moves with a set speed towards a stationary actor B. In actor A is a timer that increases a self attribute by 1 every 0.1 seconds. When A and B collide, I -
Are timers still inconsistent, or could I be doing something else wrong?
by tatiang ·So if I understand correctly, two instances of an actor are moving at a set rate from the same location towards a stationary actor and they are triggering their collisions at 0.1 seconds apart from ea