Actually I had basic prototype that similar to what you want to achieve, but the player dash upward by repulsion againts falling beams and it is 2 virtual button mash:
dropbox.com/s/wirkbk5coee5rur/fall_Run.capx
Does lagged.com account different from lagged.app?
Build understanding of what you already have and compare it with another approach or alternatives. That way will open more possibilities towards the goal.
Have you incorporated 'for each'? Just to make sure the condition applied for every instance.
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Yes you may ended up creating train instead of snake.
If 2 players means 2 instances same object, You can create instance variable and add text as container to store and display coin counts.
Glad if grouping instances by tagging them gave an ease for something to work with.
Basic teleporter:
construct.net/en/forum/construct-2/how-do-i-18/teleport-instance-value-170251
Yes it is in the same layout.
Tag system for flexible use & modularity with only 1 object family:
dropbox.com/s/xfdap5rv93wusie/snake_body_pin.capx
The problem & solution you brought into forum are valuable for future troubleshooting for other user who eventually hit similar issue.
Try add 'For Each' if that still not work create tagging system as following topic:
construct.net/en/forum/construct-3/how-do-i-8/bunch-sprites-change-color-165470
If the condition has a little green arrow it means the event triggered once. In pathfinding "On Pathfinding path found" case, the event will trigger once for every instance that found a path.
And it will triggered again when new path found. So in following example the object will change direction immediately when user tap on screen.
dropbox.com/s/fumc7ctko35r68r/tap%20path.capx
It depends on SOL. One event might continue in loop while other executed once. Here a discussion about it:
construct.net/en/forum/construct-2/closed-bugs-22/pick-create-bug-114401