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  1. count no of instance of object

    tenrdrmer
    by tenrdrmer · May 2012
    @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
  2. Selecting Background for next Scene

    tenrdrmer
    by tenrdrmer · May 2012
    An integer attribute that is set by the users selection
  3. Getting multiple variables to display in one actor using display text

    JohnPapiomitis
    by JohnPapiomitis · May 2012
    attribute.."\n"..attribute
  4. Trigger Points

    tenrdrmer
    by tenrdrmer · May 2012
    Or a way to make one actor change an attribute of a second actor without using a game.attribute?
  5. Trigger Points

    Firedanger
    by Firedanger · May 2012
    Or a way to make one actor change an attribute of a second actor without using a game.attribute?
  6. regenerating health

    jckmcgraw
    by jckmcgraw · May 2012
    Rule: when main character overlaps or collides with enemies, change attribute game.health to game.health - 25
  7. Strange scene.Time behaviour

    tenrdrmer
    by tenrdrmer · May 2012
    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
  8. regenerating health

    igpxnaruto4
    by igpxnaruto4 · May 2012
    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
  9. flipping an image

    mynameisace
    by mynameisace · May 2012
    Just add in a Change Attribute then click the Actor's name then Graphics then Flip Horizontally
  10. Which process of hiding an actor is less processor intensive? When to use which?

    JohnPapiomitis
    by JohnPapiomitis · May 2012
    Well changing its visible attribute off is better, but you cant change that in game. So you'll have to use alpha
  11. Which process of hiding an actor is less processor intensive? When to use which?

    TWEAmazingApps
    by TWEAmazingApps · May 2012
    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!
  12. count no of instance of object

    tatiang
    by tatiang · May 2012
    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
  13. count no of instance of object

    AppTek
    by AppTek · May 2012
    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.
  14. count no of instance of object

    AppTek
    by AppTek · May 2012
    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
  15. How can i attach an object to one side of the camera

    MotherHoose
    by MotherHoose · May 2012
    constrain Position.X to the playerActor's (controllingCamera) Position.X …
  16. How to slow down fire rate

    tgunn
    by tgunn · May 2012
    i had setup bulletfired in game attributes
  17. Why Aren't My Actors Reseting?

    jckmcgraw
    by jckmcgraw · May 2012
    Create an attribute called: game.change scene
  18. If actor is in a given area?

    PlutoGames
    by PlutoGames · May 2012
    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
  19. How can i attach an object to one side of the camera

    v00d0
    by v00d0 · May 2012
    is controlled by an actor that have the move attribute, with 150 speed 0 degree
  20. Strange scene.Time behaviour

    squirrel42
    by squirrel42 · May 2012
    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
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