Typically you would have one sprite with 100 frames. Then the frame number corresponds to the input/ID. Assuming that works with what you were planning.
Cyan's Obduction
The code is being called, but I think only you can understand what's going on. You can use the Browser object to Log state, or use the debugger to inspect the data changes.
One obvious problem is that you check endloop=1 to Stop the outer loop, but the inner one will still run one more time. You should at least have an Else after Endloop=1 to stop that inner loop.
You didn't do anything like in the example. You need to add the analyser effect to your music, and then use an analyser level. I quickly added RMS. This should get you started.
(I had to use a smaller sound to attach).
No, it accumulates slowly.
They are, but Wait does not block - this is a common mistake everybody makes. Wait will spawn off and run those events under it after the wait period. Event 26 will still run immediately though.
You are resetting the variable in event 26. Just move/copy the 'Set isReloading = 0' to both 24 and 25, so that the variable is reset after the Wait. Right now it is higher than the scope of the Wait.
Send me the log file. Maybe there's something useful in there.
Colludium
I've posted an update. See if that helps.
This will do that. You set the size(32), call 'New scramble' and just index from 0 to 31, one at a time. Or, if you really want to remove, copy the values to a regular array and use Pop to remove them from the top.
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You aren't actually loading the integer back, only the text to display. Add (on start of layout):
Set CurrentScore to int(WebStorage.LocalValue("Cash"))
On start of layout -> Array.Clear