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Animation problem
by gyroscope ·Hi @T0bsom One way, make a boolean attribute, let's call it AnimPlay -
Circular/Ellipse Movement in Gamesalad
by ADSentertainment ·(Quote) -
Circular/Ellipse Movement in Gamesalad
by Socks ·(Quote) -
Circular/Ellipse Movement in Gamesalad
by master200012 ·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 -
Make Your Menu Magnificent--A Guide to Better Introductions
by master200012 ·2. When a button is pressed, a scene attribute is changed (I usually use a text attribute, but others work fine, too). -
Circular/Ellipse Movement in Gamesalad
by ADSentertainment ·Constrain Attribute: self.Position.X To 180*cos( self.Time * self.Speed %360-35)+240 -
actor position resets to original when changing scenes
by tatiang ·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. -
self attributes change back when changing scenes
by danshaw ·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? -
different types of numbers
by lewisone ·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 -
actor position resets to original when changing scenes
by danshaw ·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 -
what order and how often does GS read the rules for an actor
by danshaw ·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 -
Strength of Jump determined by Button Press Time
by JarrenH ·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 -
Expressions in Attribute Browsers
by tatiang ·The first option works fine. You can make it a game attribute (game.ZERO) and use it whenever you need it. -
Expressions in Attribute Browsers
by ADSentertainment ·(Quote) -
Expressions in Attribute Browsers
by jonmulcahy ·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. -
Expressions in Attribute Browsers
by ADSentertainment ·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 -
Timer help
by gyroscope ·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 -
different types of numbers
by tatiang ·Change Attribute self.Rows to tableRowCount(tableName) -
Help with setting up a Skip button
by tatiang ·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 -
Destroy speed???
by PaxPax ·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