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Determine how much cropped
by CodeMonkey ·I use this method in the Sod of War Template to adjust the UI buttons as needed. Note: In that template, there is a game attribute that needs to be turned on to allow CropUniversalBuild. -
Do you know how to improve the touching sensitivity of an actor or expand it
by Socks ·Or otherwise you would need to constrain an invisible (and larger) touching area to the actor with the image. -
Guide for Enemy A.I?!
by ironDan ·Hey @mmmodel you can make a Boolean Global Attribute called Boss Hit and in the animation rule for your bosses punch you can add a timer set to the time in the frame when the bosses fist is extended a -
Guide for Enemy A.I?!
by tatiang ·Someone else may be able to point you toward some resources but generally AI is just something you have to figure out how to do depending on what you want the enemies to do. If you want the player's -
Gamecenter point format
by Doguz ·OK. Had an epiphany. Seems that in order to get a score of 4.6 into game centre you do need to use 'Fixed Point - To 1 Decimal' but you have to throw at it an attribute with a value of 46. -
From the "throw objects" video, Camera/touch offset
by ORBZ ·Just include the camera X and Y offset in the calculations. It's available from any scene instanced object. Drop an actor on the scene and then double click it and unlock the actor. Then open the e -
From the "throw objects" video, Camera/touch offset
by natzuur ·Hard to understand, but if your talking about using a constrain to touch/mouse type of environment, that needs to go beyond 1 screen size, you'll need to add an offset to it. -
How do i make the hitbox for an actor smaller?
by JarrenH ·The easiest way would be to constrain a second actor that is smaller to the position of the character. You could then set up a global attribute that fires off to the main character when the second act -
From the "throw objects" video, Camera/touch offset
by joshiwu ·the constrain is offset if the camera has been panned using "control camera" ,Ive tried everything. -
State of GameSalad on 5-15-2013
by Socks ·Agreed, the only workaround I've worked out so far (that allows you to use nonlinear interpolations like 'easy ease') requires an extra attribute and an extra constrain behaviour, it'd be nice to just -
drag drop rotate random
by wollty ·constrain attribute >> self.position.X to game.Touch.X -
Basic shoot em up manual: adding health to the player ship and the boss
by gamesfua ·Once you make the attributes that you listed above (player health, etc), do the following. -
Basic shoot em up manual: adding health to the player ship and the boss
by gamesfua ·@friman right. Perfect. See how it says add 2 new integer attributes? That's what i was talking about. So lets focus on player health. That's the main character. The integer attribute is like a counte -
Basic shoot em up manual: adding health to the player ship and the boss
by gamesfua ·Lets say you have an attribute called HEALTH. Well just make an actor called PowerUp or something lile that. Then make a rule that says "when ship overlaps or collides with powerup- add 10 he -
Ball will not accelerate (push) off of flipper
by Megaemman ·,bounciness , and even placed a self integer attribute on the ball so flipper can detect the collision of the ball by the pixil . But I am missing something to push the ball off the flipper . Is it -
manual problem
by tatiang ·have this condition. It would be something like attribute self.position.Y>40. -
Moving actors just does not work
by tatiang ·It doesn't work to interpolate an attribute to an expression including that attribute. Instead, you'll need to interpolate to a different attribute as follows: -
Moving actors just does not work
by PBEmpire ·When attribute game.pause=1, -
Problem with movement,
by Maartenwinkels ·I am working on a game where you can place stuff that sends out a smell that attracts the enemy. To test this system I made an attribute called EnemyIsInRange this checks if the enemy collides with th -
manual problem
by Friman ·And I wanted to do it and I did exactly as the rules showed on the prototype until I came to "constrain attribute" on the Y axis it says like this: