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idea - "capturing" attributes as we type
by MotherHoose ·and newbies would hate having to declare an attribute's type as well as name -
Sometimes not saving higtscore - Birds not fall
by calvin9403 ·the video has nothing to do with your question, and I don't see why won't the highscore save in a particular range(perhaps if the score is in that range then an attribute will change?) -
idea - "capturing" attributes as we type
by gyroscope ·Sometimes there is a choice of the type of attribute you can have: integer or real, for example, and there'd be no way for GSC to make that choice for you, if a type-in system was used. -
idea - "capturing" attributes as we type
by tatiang ·But why not restrict attribute names so that there are no duplicates at the game, scene, or actor level (e.g. game.name and self.name are okay, but not game.name and game.name). I don't see a strong -
idea - "capturing" attributes as we type
by bazookaBen ·currently, this is how we assign an attribute: -
Glitches, Querks, notable problems or solutions
by fishZombie ·To fix this, I had to create an attribute boolean, that goes True on contact, and have Actor1's rule look at that, instead of the actual contact. -
Glitches, Querks, notable problems or solutions
by Nmdogdude ·for question 5, try using the display text attribute with a rule -
Glitches, Querks, notable problems or solutions
by MotherHoose ·unless the condition of the Attribute changes -
Gameplay degrades on iOS
by Revengeance ·My player has a health bar, and I want it to have a maximum of 10 "HP." I've made it so that things that award HP only do so when the attribute game.HP < 10, but for some reas -
Wrong Mouse Position in Web Preview/Arcade
by brunocardoso ·When touch is pressed, constrain attribute to device.mouse.position.X and Y. -
Glitches, Querks, notable problems or solutions
by fishZombie ·I tried setting a boolean called ConTact. When Actor1 collides with Actor2 change attribute ConTact to True. -
Making game faster -sluggish gameplay after ad hoc tested
by scitunes ·The other things that hurt frame rates are the number of movable actors in a scene, the amount of constrains used, and the amount of timers running. In my experience the number of moving actors seems -
Stop actor falling over
by MotherHoose ·Attribute: self.Rotation > 10 -
Actor overlapping walls
by rebzone ·As I said before, I'm using the circular shape for collisions... Anyway, if I try to use rectangular collision shape, it stops at 128,25 X... -
Multiplayer (Been requested before but with detail)
by lukey5227 ·Server attributes: Similar to scene attributes except that they're always there, never reseting as long as the server is up. Scene attributes are client wise, only for the person playing, not shared w -
Gameplay degrades on iOS
by tenrdrmer ·When touch is pressed Change attribute to 1 -
Gameplay degrades on iOS
by Revengeance ·Yes, I've thought of that but haven't given it a try yet because I'm lazy and would prefer to have large systems that the actors work within, as opposed to lots of individual rules they follow. It's a -
Gameplay degrades on iOS
by Asymptoteell ·If you only have a few actors that should be affected by gravity, you should probably just give them an "Accelerate" behavior pointed down. If I'm remembering right, this will eithe -
Gameplay degrades on iOS
by Revengeance ·I have a boolean attribute that is called "shoot go" which is set to 0 unless my shoot button is pressed. -
Is there a "Touch moves outside of actor" condition for rules?
by Asymptoteell ·I'm pretty sure his point was that it would make the attribute true when it was inside, and it would stay on once it moved outside, but with the added event of an outside touch, the computer would kno