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  • It's still not clear what you want, but the problem may be with Set Animation action.

    You need to specify animation name, don't leave it empty ("").

    If this doesn't help, please share your project CAPX file.

    Also, next time before posting to this forum please try naming your sprites properly - Knife, Phone, Screen etc. Same with variables - what "obj" supposed to mean?

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  • So what are your anchor settings?

    Left edge = ?

    Top edge = ?

    Right edge = ?

    Bottom edge = ?

    Try setting Left edge=Window left, and Top edge=Window Top, others set to None.

  • Another easy way to do this is to start a timer for 3 seconds on Enemy instance when sprites overlap.

    On timer event - destroy the enemy.

    If sprites no longer overlapping - stop the timer.

  • [quote:24kd0t2y]heh this is 50 th variable in my game, so don't know is it Healthy?

    The limit for variables is 55, so you are fine!

    (I'm joking of course )

  • No

  • Can't you use 2D array?

    In your example it will look like this:

    [

    ["John","Megan","Luke"],["diamond","chess",""], ["so", "then", "how"]];

    You can also store strings instead of child arrays (with values separated by comma or some other symbol).

    You'll just need to parse them using tokenat()

    ["John,Megan,Luke","diamond,chess", "so,then,how"];

    Or you can store JSON-strings of child arrays in your parent array. Of course, you'll have to "Load from JSON" before accessing them.

    And finally, you can create several instances of the child array, and in the parent array store child array's UIDs. (or some other unique identifier of child array instances). However, saving and restoring all them from local storage will not be an easy task.

  • You don't really need to include UID in the timer name. Each instance is running its own timer.

    However, you might need to add "For each test_obs_steam" in the On Timer event as another condition or sub-event, because there is a chance that timer will be triggered for 2 instances at the same moment (tick).

    Also, you don't have to stop timer in the On Timer event, as you start it "Once".

  • I didn't know how you were going to select 3 sprites, so I made it random.

    You can do it differently.

    Keeping all instances of the sprite off-screen and then moving 3 to the screen works for a small number of pictures.

    If you have lots of pictures, it will probably be better for each round to create (spawn) 3 instances of the sprite, set the right frame/animation/tag for each of them and set isCorrect=true for one of them.

  • You don't need arrays. And if you want to do it with arrays, use For loops to populate them.

    Also, you shouldn't have separate sprite object for every type of picture. Use one sprite with different frames or animations.

    If you want to have different objects, add them to a family for easier management.

    Here is a little demo I made:

    https://www.dropbox.com/s/mhyhuexih8stj ... .capx?dl=0

  • I usually do this:

    Rename the object to something like "ToDelete123"

    Save the project as a folder (not as a single file).

    Search all \Event Sheets\*.xml files for "ToDelete123".

    If none found, then I know I can safely delete this object.

    Yes it's a bit tedious, but there is no better way to do it.

  • Could you share the screenshot of the code where you assign this var_UID to both objects?

    Actually, the name "var_UID" is quite confusing, which object's UID it is supposed to be?

    If you want to tie prt_laser to obj_laser, you only need to create this instance variable on one of the objects (prt_laser), not both.

    Rename prt_laser.var_UID to prt_laser.obj_laser_UID

    Remove obj_laser.var_UID

    When you create your particles, do this:

    prt_laser.obj_laser_UID = obj_laser.UID

    When you want to pick particles tied to your laser, do this:

    prt_laser -> Compare instance variable -> obj_laser_UID = obj_laser.UID

    Or you can simply add both objects to the same container. They will be spawned together, destroyed together and when you pick laser instance in your events, its corresponding particles instance will be picked automatically.

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dop2000

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