It can depend on the particular case. The safest solution is to use a 'For each enemy' and call the function. That way the results are guaranteed.
See if this helps any. As you click each car, it updates it's text object independent of the others, and tracks it's own progress and which trigger to check next.
You can't alter the time system expression, that's why you should be using the timer behaviour, or at least keep track of the time 'On start of layout' and subtract that from the current time.
No, the love is fine
Sorry, my bad. You were closer the first time. The trick is to invert the logic and see where the frames don't match. I've attached a mini sample.
You want all of those in one event. At this point, click event 12 (in the middle) and drag it over 11. Repeat.
You would still create 100 sprites, but each with a different frame. The instance variable would still apply to each instance, uniquely.
You'll want to change your 'stage' in event 2 immediately so it doesn't repeat every tick.
Sprite:On finished
Typically you would have one sprite with 100 frames. Then the frame number corresponds to the input/ID. Assuming that works with what you were planning.
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Cyan's Obduction
Member since 28 May, 2012