Unless I know exactly what things are and how the mechanic works like you wanted, a variable would ease things to store position or counting object ID.
Make the sprite particles as an image with many image points. Whenever the vacuum close to the image, spawn "particles" with those image points and destroy proxy image.
A proof: dropbox.com/s/aae40il0m4w6hsa/dust_proxy.capx
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Was the format [{"foo": "bar"}] readable?
I try using ({"foo": "bar"}) seems okay.
If there is no spesific condition met, latest (most bottom) event will be executed. Since there is no delay nor timer an action took place straightly to second pressing right D-pad event after visiting first pressing right D-pad event.
Try to limit the rotation. Make things right using physics is really hard.
A related topic with source: construct.net/en/forum/construct-3/how-do-i-8/scarf-game-engine-171083
Alternative way (more intuitive with extra events):
You can't leave the expression empty in for each (ordered) dialogue. At least a property of the object required. By default construct create random family instances plainly. From what "ordered" suggest a filter criteria needed for example 'family.Y' will filter family instances based on their Y position in ascending/descending order.
So for your case the expression require ObjectTypeName:
dropbox.com/s/sd1f6ikhqfupmj5/family_order_byType.c3p
Have you set the animation speed to 0?
Start with my slides template: dropbox.com/s/p2p9h1b2ite63bq/tomb_miner.capx
My kind of virtual keyboard: dl.orangedox.com/D3n08OwdVnLEbK7uej
Yes for certain duplicating object in runtime is possible using spawning or create command and control it after.
Why don't just enumerate them across layout using Index ID (IID)? You can set instance variable to store the enumeration.
An example:
+ System: Trigger once
+ System: For each box order by box.IID ascending
-> box: Set box_id to LoopIndex
Member since 22 Feb, 2012