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Moving an actor between points without it leaving a set area
by gyroscope ·For setting minimum and maximum ranges, you use condition Rules: When Y < (---is less than) and When Y > (---is more than), then your change attribute, in each instance. -
Moving an actor between points without it leaving a set area
by Toecutter ·I want to move my actor vertically between one of three set points (each one above the other) and I can do this using the change attribute feature using self.position.Y+/-(amount in pixels) & -
Real Attribute as a Timer/Score
by CaptFinn ·Speed Attribute Integer 1-2-3-4 -
best methods for tracking numerous targets (tower defense auto targeting)
by fadamion ·have a lock on attribute for each turret once locked on don't search for new target till locked on target dies or is out of range then search again. -
Actor Collisions Not Working.
by Daniel.havens ·I have an actor with upward of 20 rules in it. It is the main character Actor in a platforming-like game. In the last few renditions of my game, as I've added more rules and changed some of the method -
What do the "Real Attribate" do?
by The_Gamesalad_Guru ·A real attribute give you decimal places with the whole number which is needed for constraining actor movements to the mouse position. Integer rounds it off to the whole number. -
more then one platform iPad, iPhone publishing. How do you do it?
by guilleface ·and have it to change the camera size when game.attribute iPad is true, and also i think circle images will look oval in the iPad so i add a rule also when game.attribute iPad is true to change it s -
Creating a "spotlight effect" with multiply?
by gyroscope ·Bring it into your project, and place it on top of your scene, centred to the middle of the screen. Double its size in the actor's attributes. Check it out with the following in its Rules: -
Showing Table values
by tenrdrmer ·multiple lines of text in a single display text attribute. -
Would "ALPHA CHANNEL COLLISION MASKING" make Game Salad a more likely tool of choice?
by tenrdrmer ·Of course I'd like any feature I can get, but will pixel collisions make Gamesalad 1000 times better? No. -
Would "ALPHA CHANNEL COLLISION MASKING" make Game Salad a more likely tool of choice?
by 95orange ·Of course I'd like any feature I can get, but will pixel collisions make Gamesalad 1000 times better? No. -
Would "ALPHA CHANNEL COLLISION MASKING" make Game Salad a more likely tool of choice?
by BigCat ·tenrdrmer, In all seriousness - alpha channel masking can be any shape anyone wants it to be. If there's a pixel that isn't transparent - it collides. Then if you want to create a different shape - -
Load attribute
by Braydon_SFX ·If you don't create a key when saving an attribute, when you load it, it won't load. -
Would "ALPHA CHANNEL COLLISION MASKING" make Game Salad a more likely tool of choice?
by tenrdrmer ·GameSalad is working on more collision options. it has been said many times that they are working on Polygonal Collisions. -
Load attribute
by BravarianPawStudios ·What happen if I load a non-created key? What happen if a I load an empty key? What's the return value? -
A one by one spawning actor - which each one need to move different direction!
by ORBZ ·it sounds like you need to use Change Attribute to copy the global spawn angle into a local attribute on the demon actor, then have your demon actor do it's computation based on it's local attribute. -
3 Simple Things
by ORBZ ·#1 DeepBlue have an attribute tool that you can sort attributes, I use it all the time and it works great -
A one by one spawning actor - which each one need to move different direction!
by cibram ·And i have an attribute which gives a Direction (angle) -
3 Simple Things
by EatingMyHat ·#1 DeepBlue have an attribute tool that you can sort attributes, I use it all the time and it works great -
added Pro features now my games laggy. help please..
by EatingMyHat ·Check your rules, reduced your use of timers (there was a good thread on that recently), reduce your use of Constrain Attribute, try to recycle instead of Spawn/Destroy and so on...