Are you checking for 'Audio:Preloads complete' before proceeding?
You can't reference two of the same object at the same time. You can do this with Families, or you could have an invisible helper sprite that you place over the illuminated one, then do your comparison against the TileSprites.
I'd say you are getting two hits for the same swing. You need to add something to only allow a single hit per hero attack.
choose(0,1,1,1,2,2,2,2,2,2)
You only include it once. Add a new function by adding a function event.
This pops up now and then. There are some recovery instructions here:
recover
No. The Physics behaviour is standalone. It doesn't play well with ANY other motion-based behaviour.
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You are mixing behaviours. You generally can't mix anything with Physics and expect things to work.
A hint is to use the Browser.Log action to pump debug statements to the console. This lets you see what's going on (press F12 to see console). You'll see immediately that the For loop runs constantly, as nimos100 mentioned.
Your textbox isn't tall enough! Make it bigger/taller.
Are you changing the sprite collision mask or the Physics collision mask? The physics properties can specify Circle.
Just use a For loop to set all to NotEquipped first, THEN set the appropriate slot to Equipped.
Either just pin the one you want, or if they are grouped (animation frames), you'd have each group pinned and you only change the current frame to show the appropriate piece of armour. Depends how you do things.
The Pin behaviour is the simplest.
int(Random (1,101))