Are you saying that the text "txtpositionmode" is staying at 0 ? If so remove the on start of layout condition. Otherwise it appears to work...
edit : I am going to have to learn to type faster <img src="smileys/smiley1.gif" border="0" align="middle" />
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a much simplified version of what I think you are after
capx
In this case there is no need for "For each"
on start of layout-- sprite: set angle(random 360)
I was thinking that when a key is pressed then store the time (wallclock) when this key is released take this stored time from the released time to get the time key was held. Use this "Time the key was held down" to power the jump....
<img src="https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/Ashampoo_Snap_2014.02.19_08h16m22s_001.png" border="0">
and another capx
First thought (not tested)
two variables gvScreenTouched and gvSpriteTouched
on any touch start -- add 1 to gvScreenTouched
(sub event)
--touch is touching sprite -- take 1 from gvScreenTouched
-- add 1 to gvSpriteTouched
-- sprite destroy
https://www.scirra.com/tutorials/292/guide-to-construct-2s-advanced-event-features
for copies of the same instance (sprite) something like
mouse button down
&
mouse over sprite -- position sprite at (mouse.x,mouse.y)
speed,speed randomiser and acceleration to 0 ?
You can also pin the ribbon open using the up/down triangles icon next to the info icon on the far right hand side.
What are the setting on your particle ?
Last try from me...
capx - ball attract, bounce then stick
Member since 2 Feb, 2013