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  1. How to Make a Puzzle Bubble? :/

    tatiang
    by tatiang · April 2012
    You need to have a boolean attribute on each ball called self.hit set to false. In the ball actor's rules, do When collide with actor of type/tag ball AND self.hit is false, change attribute game.hit
  2. Switching Content In & Out While Spawning Different Actors

    GAMEINTERN
    by GAMEINTERN · April 2012
    I am not sure what( %4 means) and also how do you reset a attribute back to 0?
  3. movement box?

    pinata14
    by pinata14 · April 2012
    hi, is there a function that can constrain an actor's position to between X1 and X2 and Y1 and Y2? i want to have an actor that like the camera, only moves within a certain tracking area around the pl
  4. How to make something rotate in place?

    tatiang
    by tatiang · April 2012
    Constrain another actor to the falling object's position and have that actor rotate. Place the rotating actor above (or on a layer above) the falling actor. Another way to do this without affecting
  5. How Do I Change Collide Parameters?

    tatiang
    by tatiang · April 2012
    0 to hide the mask actor. On your Wide actor, constrain attribute game.WideX to self.position.X and game.WideY to self.position.Y (all real attributes). On your Wide Mask actor, constrain attribute
  6. Help with controls.

    patapple
    by patapple · April 2012
    Create three new boolean attributes: left, right, shoot
  7. Clear out the mist. Run to completion !!

    Stoneclipse
    by Stoneclipse · April 2012
    Run to completion means that for example, you have a rule says "attribute" is true, have a timer for 3 seconds, do something. However if for any reason that attribute becomes false b
  8. Matching Movements

    tatiang
    by tatiang · April 2012
    broadcast that actor's speed by doing change (or constrain) attribute game.OtherActorsVelocityX to self.motion.Linear Velocity.X and then in the first actor do the reverse (change/constrain self.moti
  9. Matching Movements

    dimsdale
    by dimsdale · April 2012
    in a different Tag group that I'm using to check collisions with Peds. It all work well, but the problem is I can't get the second new object to match the same movement speed as the old one. When i
  10. Clear out the mist. Run to completion !!

    kinzua
    by kinzua · April 2012
    Ok.. what i clearly want to know.. that if i've triggered an attribute.. lets say.. start rewarding stars after 2 secs.. for how long will that attribute remain active? !!
  11. Clear out the mist. Run to completion !!

    jckmcgraw
    by jckmcgraw · April 2012
    @kinzua I would specifically like to know the same thing. Here's what I do to be safe. If the attribute that triggered my timer only stays true for 0.2 sec (or something small), I check "run
  12. Switching Content In & Out While Spawning Different Actors

    kinzua
    by kinzua · April 2012
    Create a mission attribute. Now design a sequence. It starts from assigning the image of the mission in the tab.. Then the spawner to spawn that actor.
  13. Score did not update?

    Stoneclipse
    by Stoneclipse · April 2012
    Hey thanks! I just figured out i made a mistake! I had the rule in the custom font numbers as change attribute self.image, instead of constrain attribute, that's why it never change when i buy somethi
  14. Score did not update?

    MotherHoose
    by MotherHoose · April 2012
    add Attribute: currentCoins (index type!)
  15. Score did not update?

    tatiang
    by tatiang · April 2012
    You need to make your coins attribute a game-level attribute (game.coins) instead of a scene attribute. That way it will carry through from scene to scene.
  16. Score did not update?

    Stoneclipse
    by Stoneclipse · April 2012
    I have an integers attribute called coins, and i have a store to purchase items. I uses custom font for the number of coins. However, in the store, when i purchase an item, i have it change coins attr
  17. Switching Content In & Out While Spawning Different Actors

    UtopianGames
    by UtopianGames · April 2012
    When the player reaches the required amount change attribute game.Item.
  18. Get actors to move with the actor they collided with?

    tatiang
    by tatiang · April 2012
    One way to achieve this is to have game.panX and game.panY real attributes and have a rule in the frying pan actor that says When colliding with actor egg --> constrain game.panX to self.positi
  19. Fruit Ninja Blade?

    JohnPapiomitis
    by JohnPapiomitis · April 2012
    The constrain attribute behavior
  20. Fruit Ninja Blade?

    Zoyt
    by Zoyt · April 2012
    @JohnPapiomitis - What do you mean by "constrain"? Do I have to unconstrain the coordinates or something? Sorry for asking a stupid question.
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