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  1. Animation problem

    gyroscope
    by gyroscope · March 2013
    Hi @T0bsom One way, make a boolean attribute, let's call it AnimPlay
  2. Circular/Ellipse Movement in Gamesalad

    ADSentertainment
    by ADSentertainment · March 2013
    (Quote)
  3. Circular/Ellipse Movement in Gamesalad

    Socks
    by Socks · March 2013
    (Quote)
  4. Circular/Ellipse Movement in Gamesalad

    master200012
    by master200012 · March 2013
    I'm going to guess that your error is caused by self.time. I don't think self.time can be changed; it's automatically done by gamesalad. Make a new attribute called Timer2. Use domenius's timer to say
  5. Make Your Menu Magnificent--A Guide to Better Introductions

    master200012
    by master200012 · March 2013
    2. When a button is pressed, a scene attribute is changed (I usually use a text attribute, but others work fine, too).
  6. Circular/Ellipse Movement in Gamesalad

    ADSentertainment
    by ADSentertainment · March 2013
    Constrain Attribute: self.Position.X To 180*cos( self.Time * self.Speed %360-35)+240
  7. actor position resets to original when changing scenes

    tatiang
    by tatiang · March 2013
    You might be better off using a game attribute for each actor. When Touch is Pressed AND game.ActorAPressed = false --> [change index]; Change Attribute game.ActorAPressed to true.
  8. self attributes change back when changing scenes

    danshaw
    by danshaw · March 2013
    im still having trouble with the self attribute reverting back to its original value when i change scenes...is this supposed to happen? do i need to make it a game attribute?
  9. different types of numbers

    lewisone
    by lewisone · March 2013
    tables are a great way, I might even do it dumbed up a bit and in a rule say when attribute is equal to a number , and add as many or conditions as you like to be equal to other things as well... Jus
  10. actor position resets to original when changing scenes

    danshaw
    by danshaw · March 2013
    thanks! i tried that but what what i think is going on is that i want the indexing event to happen when an attribure is changed...., so if i add the boolen firstRun attribute at the end, it gets chan
  11. what order and how often does GS read the rules for an actor

    danshaw
    by danshaw · March 2013
    my question is, how does GS read the rules of actors...im guessing in a top down sort of way, or is it more of a simultaneous way? for example if you have a rule that says, change game attribute x to
  12. Strength of Jump determined by Button Press Time

    JarrenH
    by JarrenH · March 2013
    At the moment of the button being pressed, save the actors self.time to an attribute. Then when mouse is released, subtract the saved attribute from the actors self.time. This will give you the length
  13. Expressions in Attribute Browsers

    tatiang
    by tatiang · March 2013
    The first option works fine. You can make it a game attribute (game.ZERO) and use it whenever you need it.
  14. Expressions in Attribute Browsers

    ADSentertainment
    by ADSentertainment · March 2013
    (Quote)
  15. Expressions in Attribute Browsers

    jonmulcahy
    by jonmulcahy · March 2013
    1. create a self.attribute and give it a value of 0, then you can have a rule that says "if self.Attribute = game.Wave Number % 2 then do whatever.
  16. Expressions in Attribute Browsers

    ADSentertainment
    by ADSentertainment · March 2013
    I'm trying to make a rule so that if an attribute modulated by 2 is equal to zero (if it's an even number) then have it do something, but I can't add expressions when putting in my attribute using the
  17. Timer help

    gyroscope
    by gyroscope · March 2013
    PS One thing I didn't make clear (which you probably sussed anyway) is to make sure that the line: "Change Attribute SpawnCycle to true" is in the Timer behaviour along with the Spaw
  18. different types of numbers

    tatiang
    by tatiang · March 2013
    Change Attribute self.Rows to tableRowCount(tableName)
  19. Help with setting up a Skip button

    tatiang
    by tatiang · March 2013
    If each level is based on a table row, then you just increase that row number to move to a new level. Change Attribute game.Level to game.Level+1 and in each table behavior, use game.Level as the row
  20. Destroy speed???

    PaxPax
    by PaxPax · March 2013
    I have, let's say, actor 1 that is to destroy actor 2(balls) upon collision, reduce an attribute that keeps count of the number of balls on the scene and also to add to score. It works perfectly, des
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