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count no of instance of object
by tenrdrmer ·@sandeep410 you would use the same technique as described above. please stop rejecting answers just because you don't understand them. You need to have a change attribute adding to the count when the -
Selecting Background for next Scene
by tenrdrmer ·An integer attribute that is set by the users selection -
Getting multiple variables to display in one actor using display text
by JohnPapiomitis ·attribute.."\n"..attribute -
Trigger Points
by tenrdrmer ·Or a way to make one actor change an attribute of a second actor without using a game.attribute? -
Trigger Points
by Firedanger ·Or a way to make one actor change an attribute of a second actor without using a game.attribute? -
regenerating health
by jckmcgraw ·Rule: when main character overlaps or collides with enemies, change attribute game.health to game.health - 25 -
Strange scene.Time behaviour
by tenrdrmer ·Scene time only resets when the scene is actually loaded. You will need to create your own time attribute and just set it so that anytime the game hibernates the attribute resets it self to 0 -
regenerating health
by igpxnaruto4 ·i made a rule (attribute), and used the variable with 100 (also used to display health and linked to the enemy and stuff) then i added a timer of every 1 second (tried 3 and 5 also) then i added a cha -
flipping an image
by mynameisace ·Just add in a Change Attribute then click the Actor's name then Graphics then Flip Horizontally -
Which process of hiding an actor is less processor intensive? When to use which?
by JohnPapiomitis ·Well changing its visible attribute off is better, but you cant change that in game. So you'll have to use alpha -
Which process of hiding an actor is less processor intensive? When to use which?
by TWEAmazingApps ·alpha channel to 0 or turning the visible attribute to false (under graphics)? Also is there any tips on when i should use one and not the other? Thanks! -
count no of instance of object
by tatiang ·1. If you only need to know whether an enemy has "died," give each enemy a unique self.ID (index) and have a rule that says When [enemy dies] Change Attribute game.deadList (text) t -
count no of instance of object
by AppTek ·If you want to find the instances of a lot of objects, then make the attribute for each one. Then put a change behavior in the object, doing the same thing before, but instead for the new attribute. -
count no of instance of object
by AppTek ·Put a change attribute in the enemy saying to add 1 to the number of enemies attribute. Then in the code where you destroy or renew the enemy, put a change attribute saying to subtract one from the nu -
How can i attach an object to one side of the camera
by MotherHoose ·constrain Position.X to the playerActor's (controllingCamera) Position.X … -
How to slow down fire rate
by tgunn ·i had setup bulletfired in game attributes -
Why Aren't My Actors Reseting?
by jckmcgraw ·Create an attribute called: game.change scene -
If actor is in a given area?
by PlutoGames ·What if we would like that same attribute to be false if the actor/s are outside the green area? This technique does turn the attribute to true, but when the actor is then move from inside to outside -
How can i attach an object to one side of the camera
by v00d0 ·is controlled by an actor that have the move attribute, with 150 speed 0 degree -
Strange scene.Time behaviour
by squirrel42 ·I have a game with a rotation attribute linked to the scene.Time. In the main all runs fine, I have noticed though that, when the app build is sent to background on the device, when I return to it it