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  1. How to slow down fire rate

    CreeperWare
    by CreeperWare · May 2012
    To limit how many are spawned, create an integer attribute (in game attributes) called something like "number of bullets" and every time a bullet is spawned have it increase that num
  2. Timed respawn is spawning more than one actor

    akstudiodevelopment
    by akstudiodevelopment · May 2012
    dies, have a rule that decreases the global attribute. Within the spawner, have a rule saying:
  3. Advanced Accelerometer Help

    AppFueled
    by AppFueled · May 2012
    Do you have any ideas?make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute
  4. Advanced Accelerometer Help

    AppFueled
    by AppFueled · May 2012
    or backward. ??? Thanks!make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute
  5. Loading and saving games?

    CreeperWare
    by CreeperWare · May 2012
    Assuming you want to be able for them to Save on command, you probably want to have an attribute that triggers a group of "save attributes" and then just load that group on game laun
  6. Timed respawn is spawning more than one actor

    PoisonCoyote
    by PoisonCoyote · May 2012
    I've tried both a self attribute and a game attribute for "actors" to keep track of the total number. Neither seemed to work.
  7. Loading and saving games?

    tatiang
    by tatiang · May 2012
    You can use the Save Attribute and Load Attribute behaviors to save any attribute to the device. Make sure to test these on an actual device as they don't work in Preview mode. You'll need to decide
  8. Help! Actors appearing in the same place! Need tips on polishing this.

    tatiang
    by tatiang · May 2012
    It's a bandaid solution, but what about having a game.spawnTime (real) attribute and changing it to game.time each time an actor is spawned? And then in your spawner(s), have a rule that says When ga
  9. Advanced Accelerometer Help

    JohnPapiomitis
    by JohnPapiomitis · May 2012
    make another attribute, constrain it to (game.accelerometer.X+game.calibrate) and use that attribute
  10. Advanced Accelerometer Help

    AppFueled
    by AppFueled · May 2012
    The problem I am having is that I can't get (game.acelerometer.X+game.calibrate) inside the field. It only allows me to select one attribute. When I try to add both, it just overwrites the other. If I
  11. Advanced Accelerometer Help

    AppFueled
    by AppFueled · May 2012
    change attribute game.Calibrate (real) to abs(game.accelerometer.X)
  12. Can you turn off input?

    tatiang
    by tatiang · May 2012
    One thing I tried was moving the "Change attribute game.Left to false" behavior to the Otherwise section of the outer rule (When game.playerSlidingLeft is false). That had the effec
  13. Constrain Attribute is not updating, thoughts?

    tatiang
    by tatiang · May 2012
    The only thing (hopefully) that I don't understand about what you wrote is "However constrain attribute won't iterate." Besides that, it sounds like you just need to have a rule Whe
  14. Constrain Attribute is not updating, thoughts?

    Cluv
    by Cluv · May 2012
    The issue is that I would like to constrain a secondary variable to hold the "Magnitude" formula. I would like to use this variable to stop the check of distance when the distances
  15. Can you turn off input?

    retired_830c50d3bf119e557be016b4f24844c9
    by retired_830c50d3bf119e557be016b4f24844c9 · May 2012
    I tried making an attribute called 'playerSlidingLeft' and set it to true if the player is touching the slope. In my control I check to see if the attribute 'playerSlidingLeft' is false, if it is the
  16. Moving Platform Problem

    Fal01
    by Fal01 · May 2012
    No it just doesn't stick to it and falls off the end. I posted a question earlier and was told that on a scene with camera control interpolate behaves differently than the 'move' attribute.
  17. Long scene

    BrynjeBamsen
    by BrynjeBamsen · May 2012
    Change attribute self.position.x to (whatever position outside the screen on your right side)
  18. background music playing while changing scene?

    921creative
    by 921creative · May 2012
    When Attribute "game.MusicPlaying" = false
  19. Changing Size?

    FViMagination
    by FViMagination · May 2012
    Interpolate Attribute: self.Size.Width = 100
  20. background music playing while changing scene?

    FViMagination
    by FViMagination · May 2012
    And where should I put that game.Attribute that checks whether music is playing or not? I have now a Music Actor that has a Play Music behavior in Scene 1 only, and a boolean game Attribute called Mus
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