At a guess, LastData is a string, so convert it to an int.
You need to reset RandPickupsSet in event 7 or you get stuck in event 7.
You still need to store each difference. Use an Array.
Edit: Or, keep a running total and divide by 10 after ten clicks.
You can use 'wallclocktime' and just subtract the last value from the current value. You don't need to keep track of the time directly, just store that time on a click and use that as a reference on the next click.
https://www.scirra.com/tutorials/860/si ... ished-game
Turn off 'Set angle' on the Bullet behaviour, then if you use Mirror/not-mirrored instead of your unique Left/Right animations, you just check if mirrored, and then set the angle to 0 or 180.
http://blackhornettechnologies.com/Construct2Stuff/CustomGame_BHT.capx
Did you look at the CAPX I included? It works fine. The 'trigger once after 10 seconds' is nonsense.
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http://blackhornettechnologies.com/Cons ... imers.capx
Rather than mixing mechanisms, just use the state machine to progress the state. You don't need independent timer tags. I'm using Bullet here since I don't know your movement mechanism.
I never even noticed that event. Yes that works.
Change 'On collision' to 'Is overlapping'. It's harder to do this for collisions, as they come in individually.
Use: 'For each Enemy order by Enemy.ZIndex, descending'. Destroy your bullet, destroy the Enemy and add 'Stop loop'.
That will order the enemies hit, and stop after the first one.
Have you locked the layer?
Member since 28 May, 2012