Set ScoreValue to int(player.y)
Alternately floor(player.y), ceil(player.y), or round(player.y)
You can also do a For Each loop (first pick the relevant instances by preferred method) - Set maxvaluevariable to max(maxvaluevariable,object.value) or Set MinValueVariable to min(minvaluevariable,object.value).
This will basically go through each picked instance and if the instance value is higher (or lower) than the previous highest or lowest, it will update the variable. Otherwise, the last value stands.
Depends on how you are spawning randomly to begin with. If it is random x, y coordinate, you can add a condition to check the distance of that coordinate to the player. If it is within a certain range, pick a new coordinate, else spawn at that coordinate.
1. Your first event is not picking any Flak objects in the conditions. All Flak objects will be destroyed if any of them are within 150 of rocket.
2. In your loop, there are no Flaks to spawn shrapnel from because they all got destroyed in the previous event. In the same vein, you cannot set the properties of any shrapnel objects because none were created.
https://www.dropbox.com/s/fxyp9ummrkm2v ... .capx?dl=0
Use an instance variable to associate your object instances with a player number. In your control events, add conditions that pick which player number to apply actions to (object pick by compare instance variable).
What device are you testing on?
What kind of numbers do you get from the following performance tests?
http://www.scirra.com/demos/c2/sbperftest/
http://www.scirra.com/demos/c2/particles/
http://www.scirra.com/demos/c2/renderperfgl/
Is your device/browser webgl enabled?
You can put instances of the same object on multiple layers.
Have the solid behavior on it, but in the event sheet on start of layout, you pick and set enabled or disabled for the proper instance of the tilemap object.
In that event - you wouldn't control the peer's mouse, but you would create a sprite to represent where the host's mouse is.
Try to avoid being too spartan regarding number of events - it generally has no discernible effect on performance, while usually having a clear effect on readability and coding time.
Avoiding loops where they are not appropriate is a fair though.
Are you making duplicates of your tilemap object?
You want to have a single tilemap object, and drag multiple instances to the layout view.
System spawn platform at choose(a,b,c), y - where a, b, and c are your x coordinates.
Use a bullet behavior to scroll down.
Check out the Vertical Space Shooter template that comes with construct.
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I don't believe C2 allows you to take control of a client's system mouse.
First pick the highest, then save that value to another variable. Then in a sub event, pick all, then pick by conditions, and then you can use the saved value to compare against with a system - compare values.
Can you post a capx? Are you testing locally to rule out any network/routing issues?