You've asked it to run once. On loader complete is a trigger event which happens once and then you run the function once. To run it for every instance you would have to use for each instance, which you should probably do in this case, your function will not pick the Sprite A correctly there.
Without the 2 extra conditions, just the for each and for the action : move to top OR move to bottom depending on whichever has the desired effect, can't remember from looking what Y ascending does.
The manual provides a full breakdown/tutorial/walkthrough of the advert integration process including use of third-party admob. Many of the questions are answered when you run through that.
most of this is in the manual : construct.net/en/make-games/manuals/construct-3/plugin-reference/mobile-advert
Develop games in your browser. Powerful, performant & highly capable.
You don't compare it on collision but rather like all the time. You put all relevant objects in a family and say for each family order by family.Y move to top/bottom.
You can use choose("A", "B", "C", "D") which picks one at random and then you relate the choices to direction, possibly an instance variable on the AI that makes them move in one of 4 directions.
You speculated correctly
Yes with a global variable.
You do not have permission to view this post
With the trigger once event also add a for each enemy.
If you use persist behaviour, the coins will stay destroyed when going between layouts. If you use system save/load you can save the state of the game.
Would it be easier to use T1Z.count which is the number of enemies in the level? That way it's always correct and there is no possibility for bugs.
To fix the current logic, adding a 'for each enemy' to the health condition should work.
15 animations of 70 frames of 1920x1080. Yeah that's not ideal for 2D game development
99% CPU? How large is each frame?
Looks promising, good luck with the kickstarter. I will pledge something.