That's not picking correctly, better to use 'on family created' : set sine enabled
It's about picking in Construct, as long as you have picked the instance of Family you want then it will use that one for the actions. UID is one of the ways to pick a specific instance if you have it, can also do with 'on created' 'on clicked' etc
The sound effect is long and harsh with an echo so if you play it lots of times overlapping it's going to sound like that.
Compared to C2 it is like a dream. Very easy setup now with C3
Get rid of the variables, do you need them? Add the animation to the key press event.
Pick nearest and grab UID, then do for each instance, where instance does not = UID.
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This looks fine? You can't use one family because of picking issues. If this works then I say fine.
Wherever the action is for changing the variable you add the action for the flash
It's because your idle animation is overriding it, you already have conditions for idle which are when A is not down and when D is not down, you need one for when M is not down.
I think the actions shown there would still work but the events below wouldn't be able to pick the sprite because of an availability thing. I'm guessing those 3 actions work and it breaks with the event conditions loopindex=0 and below?
Without looking at the file and since you asked I am going to guess yes that is the reason. You should add conditions to make sure more than one animation isn't true at the same time, for example play run animation when not dodging.
I thought you said you had done it but you couldn't put all objects into one family?
Member since 5 Aug, 2013