It's in there somewhere. Every X seconds is based on the time the app starts, not when the layout starts.
This is documented in the manual. If you want accurate timing, use the Timer behaviour.
If you insert at 0, then that column is already there. Don't insert any more, just set the rest of the data at index 0.
C2 has it's own rules for arrays. Even if not used, the default size needs to be 1.
http://www.blackhornettechnologies.com/ ... e_BHT.capx
In general it does work. Try the built-in Platform template. When the player falls off the screen, the layout restarts, and everything is reset. If objects are global, that won't be the case. If you base settings on Globals, that won't happen until Globals are reset. So it does depend on your code/CAPX.
Q1: is just a variation on what you have. Increment your button number until you reach 5, then drop it back to 1.
Q2: just use the same tag, then you stop anything with that tag.
Can you post a CAPX?
How are you doing the scaling now, specifically, in LiteTween?
Makes sure to convert the values back to numbers. At the moment it is comparing "2" to "10" as a string: "2" < "10".
Based on what you said above, it sounds like you pinned backwards. Pin the other items to the dialog box and move the dialog box. That should work just fine.
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https://www.scirra.com/manual/150/containers
Pass the UID and pick it again.
Member since 28 May, 2012