Game_BHT_139.capx
Each object already has an IID and UID, so you probably don't need another tag, but maybe you do, so I left that alone. I think this does what you need.
int(random(0,11))*50 + 100
Point of intersection
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You can always store the position, and if the values change next time round the loop, you know the sprite has moved.
One option:
schematic_waves_BHT.capx
Third party plugins live here.
Just add an On destroyed, pick a random number between 0&3, and spawn on one fixed value.
Spawn25.capx
Don't include the extension. Convert the random number to int. Make sure your range is correct.
RandomShotSound.capx
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Found it:
GYFM_v1_11_5.zip
Let's try one more thing:
GYFM_v1_11_4.zip
Added some more logging.
GYFM_v1_11_2.zip
Edit:
Yet more logging:
GYFM_v1_11_3.zip
Families let you group similar objects together and perform similar operations. Also, the nickname plugin allows you to pick by name.
You should do the platformer tutorials, as they explain how to avoid this issue. tutorials
Give this version a try. It will generate a log file. Send that to me so I can see the parameters sent to the Draw code. Thanks.
GYFM_v1_11_1.zip
Double check your spelling. If the above is exactly what you have, then the store key is capitalized, but the load is lowercase! (Save/save)