Event sheets are read top to bottom every tick.
You should use else statements or a wait 0 seconds (execute at the end of the event sheet, before next tick) action here.
What kind of behaviour are you using for the movement?
Are all the players instances of the same object?
What is happening now and why is what is happening not what you want?
Could you provide a capx?
Although it is recreatable with physics:
machine-physics
I think faking it through events would be a better choice.
something like this?
I'm not really that good in mathematics, so the capx might look sloppy:
capx
Although This is not exactly what you are looking for it might give you some ideas, especially the capx Rojohound posted.
Set the image width and height in it's properties, it should be ok.
I'm sorry, I thought you wanted a frame rate independant game, so you could call actions in seconds (or parts of it) instead of per tick.
I must have misunderstood.
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Like I tried to explain before, using delta time construct2 uses the "Constant Game Speed independent of Variable FPS"
I always thought that frame rate independant meant that things happened at the same time regardless of framerate, but I could be wrong..
Tutorial adding sound
Have you read this: Windows8 app tutorial
Did you import your audio as wave so construct converted it for you?
It all depends on your needs.
If you are willing to put some time in it to make it smooth, you'll get smoothness.
If you'd like a simple solution, you might want to have a look at the litetween plugin.
You should probably use grouped events for this.
put all the events related to the running part in a group and disable it when quicktime should start.
put all the events for quicktime in a group and enable it when needed.
If all your actions use delta time using seconds won't be a problem.
System compare two values: abs(player.Y-sprite2.y) > 100