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  1. how to stop actor animation when it collide with wall

    tatiang
    by tatiang · July 2012
    You can wrap the animate behavior in a rule for When actor collides or overlaps with actor wall --> [do nothing]; Otherwise --> Animate. Or, you can add a boolean attribute, self.stoppe
  2. Custom Keyboard (delete letter question)

    Sparkyidr
    by Sparkyidr · July 2012
    then when you hit enter, add all the "letter" table values, and populate a text attribute with the result of all the letters added together.
  3. Custom Keyboard (delete letter question)

    MarkOnTheIron
    by MarkOnTheIron · July 2012
    To my knowledge there's no way to delete a character from a text attribute.
  4. Doodle Jump side effect

    jonmulcahy
    by jonmulcahy · July 2012
    no, change attribute so it happens instantly. you want to change the value of the x position
  5. Problem with collision and move at random direction

    praj
    by praj · July 2012
    If conidtion valid. - attribute-self.motion.linear.velocity.y >-20
  6. Problem with collision and move at random direction

    praj
    by praj · July 2012
    sometimes (really sometimes after few side wall collisions), it starts going in the opposite direction. Meaning lets say it hits right wall and bounces to left wall. it some times comes back down ins
  7. How to make a whole screen red flash.

    RacetotheMoon
    by RacetotheMoon · July 2012
    When your event happens, call a boolean attribute to be TRUE, call it something along the lines of 'gameScreenFlash_Red'. When this event calls, change your sprite to have an alpha value of 1 (or, if
  8. Increasing velocity at set times

    Toecutter
    by Toecutter · July 2012
    Attribute: game.gametime < 90
  9. Tables Select col2

    tenrdrmer
    by tenrdrmer · July 2012
    You would want to use a GameAttribute in place of the row setting in both displays. Then Set that game attribute randomly.
  10. Moving an actor issue

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · July 2012
    All of GS is pretty much obvious. It's just logic and the computer does what you tell it when based on attribute conditions. Learn to look past the GUI and think in logic a to b to c to d.
  11. Moving an actor issue

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · July 2012
    Here is what you do. Add rule inside that rule. When attribute self.position x = (position you want)
  12. Moving an actor issue

    JustMe74
    by JustMe74 · July 2012
    Rule: When touch is released, and an attribute I call game.Page5ChipRight is False :
  13. ╠╣ow to make customized achievements

    JohnPapiomitis
    by JohnPapiomitis · July 2012
    That would still require a extra attribute though for each achivement, when you can just make the achivements boolean attributes themselves.
  14. Why in some games i see an expression type: size.width/2 or mouse.position.x/2?

    tenrdrmer
    by tenrdrmer · July 2012
    What did you try this with. Change Attribute, Interpolate Attribute, Constrain Attribute, Etc…. ?
  15. Increasing velocity at set times

    Toecutter
    by Toecutter · July 2012
    Attribute: game.gametime < 90
  16. Expression Editor Help

    MotherHoose
    by MotherHoose · July 2012
    you really want to replace the x with a selected attribute for numberValue … or a number
  17. keyboard input for Windows

    tenrdrmer
    by tenrdrmer · July 2012
    This screenshot should help show you where you need to be to create a game level attribute in the Windows Creator.
  18. ❇❇ ╠╣ow to make a grid ❇❇

    lukey5227
    by lukey5227 · July 2012
    2) Make two new attributes
  19. Question About Tables and Implementation

    MotherHoose
    by MotherHoose · July 2012
    gameAttribute: need2destroy … index type
  20. Question About Tables and Implementation

    The_Gamesalad_Guru
    by The_Gamesalad_Guru · July 2012
    that store static data unlike a game level attribute that the processor has to check ever cycle. By using tables we avoid lagging the processor. So you address a table row or colum just like you woul
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