Seems fine? As long as it's a reusable function and you don't keep pasting those actions everywhere.
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Right click - apply to whole animation
Family > pick by UID, then you can pull data from that instance
Probably an issue with that photon event you are using, I don't know about that.
Depends what you want to do. You can select family > is dragging condition, that will be the one currently being dragged.
Touch x,y is where the cursor touches the screen, the x,y of tiles is its position on screen, they won't be the same unless you touched exactly at the x,y position of the tile when you started the drag/drop which is unlikely.
Ok so the touched objects x,y co-ordinates are unlikely to be the touch x,y. You can check for these values yourself and decide.
You've trapped yourself by having a game where any click does something but also clicking a pause button counts as any click. You can get around this by having conditions like 'on any click and cursor is not over pause button' but I see your point.
I don't really know photon but the picking seems fine, maybe it's just not true for any instance. You can debug it by doing simpler actions and checking in the debug preview to see if the variables are matching with the position of the object.
Also the outcome is kind of thin because I'm not sure how you can get into too much trouble if an 'on any click' triggers in the same tick but earlier than 'on clicked on an object'.
You can replace the flash action with play enemy hit animation (enemy : set animation) if you already have it. Or if the tutorial didn't have the enemy hit logic you can use sprite on collision with enemy, play enemy hit animation.
Make sure the on button pressed is on its own at the top level, then add the other conditions as indented sub events
the issue isn't whether you used 'button is down' or 'on button pressed', you can use 'button is down' with trigger once but 'on button pressed' is better. On button pressed would still run through all the events and adding wait 0.01 seconds isn't a great fix. You can use Else to make sure it runs through only one of the actions and not all of them.
It's a little convoluted, couldn't you just use one variable and increase it for each page? Anyway to fix it you can have button A pressed as a top event, then the other logic can be included as sub events with Else, that way it will only check one at a time on the button press and not run through them all.
Did you mean move everything on the X axis otherwise this is kinda confusing? You can use set Y on the yellow object to keep a consistent Y.