It's matter of set interval using every 'x' seconds condition or timer. An example: dropbox.com/s/9857nngxve9u0mz/bullet_hell_pattern.capx
Construct is where you put assets and program your game mechanics. Game design is a concept & ideas in your mind or document.
Look at the topic: construct.net/en/forum/construct-3/your-construct-creations-9/really-animate-tiledbg-174274
Give them a push: dropbox.com/s/4tjnro8xiy4j6tm/sesame_instance.capx
Similar behavior can be achieved (Airscape mechanic like) using events: dropbox.com/s/j6himb7z54wz4sc/putari_planet_gravzone.capx
Grid pathfinding example: dropbox.com/s/ibrle5bdb4rhmfy/path_touch.capx
Hi, you can utilized physics and give it an impulse: dropbox.com/s/a1yzmyusayn2omi/fling_physics_impulse.capx
Compare angle to detect which side a moving object entering by: dropbox.com/s/6joihvooo114gy0/enter_left.capx
Isometric formula relatively simple. Look at following example from other user: dropbox.com/s/yql38uaj0mjss4n/iso_tile_map_example_rev.capx
Good eye lionz!
Pushing example:
dropbox.com/s/4tjnro8xiy4j6tm/sesame_instance.capx
dropbox.com/s/4ahybqe3t0k758f/biters.c3p
Where is the picked item condition? I don't see it. Construct need to be informed which sprite is being "on charge".
Try to make local variables static so it is possible to see them in debugger.
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Some workaround that might work for your case: construct.net/en/forum/construct-3/how-do-i-8/retreating-ai-173846
Running around 60 fps using Chrome at full screen. Smooth enough. Climbing high wall was so difficult by the way.