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Anyone having issues with detecting device screen size on the first load of the first scene?
by JSproject ·Try "constrain attribute" instead of "change attribute" (2:06 in the video by Darren) -
Feature Request - Access Table Value on left side of a rule
by HoneyTribeStudios ·Sometimes this is fine and it works well. But sometimes, for reasons I can't figure out, it breaks the game. So I have to first have a change attribute inside the object. -
Universal Build Tutorial with Project File
by JSproject ·. Just tested this out myself and it works very nicely unless the device is rotated, then the camera offset rules breaks. There is a very easy fix for that though, just replace the two "chang -
How to Call Multiple Values from a Table Row?
by tatiang ·Change Attribute self.cellValue [integer or index] to tableCellValue(tableName,row,column) -
spawn an actor
by tatiang ·When Touch is Pressed --> Change Attribute game.hero to 1 [or 2, or 3, or self.myNumber if you want to use an attribute]. -
Save score Atribute on GameSalad (and load after game is turned off)
by tatiang ·There are plenty of video tutorials if you search for them. Tables are best, especially if you want to store multiple attributes. For a single attribute, you can use Save Attribute and then use Load -
Turn enemy off when player is within a certain distance for an amount of time
by Sliced Bread Apps ·You could make a character that is wide enough to be 150 pixels around the character, and make its alpha color 0, so it is transparent, and make it so when it overlaps/collides with actor (insert acto -
Timers to regulate enemy AI
by tatiang ·@wirelesstkd You can keep track of initial Y positions (Change Attribute self.OriginalY to self.position.Y) but if you post a sketch/screenshot/video maybe we can get a better idea of what you're doin -
Timers to regulate enemy AI
by wirelesstkd ·though...Yes, but... rules are triggered when attributes change values so if you can change an attribute to trigger the bullets, that would alleviate the need for a timer. Timers are generally prett -
Timers to regulate enemy AI
by tatiang ·Yes, but... rules are triggered when attributes change values so if you can change an attribute to trigger the bullets, that would alleviate the need for a timer. Timers are generally pretty bad for -
Timers to regulate enemy AI
by wirelesstkd ·Am I correct that a timer is the only way to constantly check a game attribute? -
Timers to regulate enemy AI
by wirelesstkd ·I created a self attribute for the enemy called EnemyY, and made a rule that says: -
Car driven by tires ...
by tenrdrmer ·This has always been one of the things gamesalad falls short on since I have been here. You really need joints for it to work properly. When you start constraining actors to one another it starts over -
Car driven by tires ...
by UtopianGames ·Dont think its possible until we get joints, when you constrain the wheels to the body it overrides the collisions with the ground and visa versa. -
Car driven by tires ...
by gtasick ·Ok, so i figured out what was wrong with constraining one item to another and I've got my car body attached to the front tires. When I use the L/R arrow keys, my front wheel spins and the car body fol -
Two items set to "not movable" can't recognize collision/overlap?
by Socks ·Yes, for collisions to be detected 'movable' needs to be switched on. -
Car driven by tires ...
by gtasick ·Now I'm trying to constrain the vehicle body to the tires (and vice versa) so that the wheels spin against the ground plane, imparting motion to the car body and the wheels stay attached to the lower -
Side scrolling off road game ...
by Socks ·https://forums.gamesalad.com/discussion/51995/help-with-curved-surfaces-and-collisions -
Counting spawned actors?
by tatiang ·Another odd thing: if I turn off the random(0,1) behavior and replace it with a Change Attribute self.Sex to 0, it crashed the game. :-O -
Two items set to "not movable" can't recognize collision/overlap?
by Adventuregoat ·I have followed directions to make an item so it can be dragged and dropped. My next goal was to make it so that you can drag an item on top of another item, and have an attribute change.