Not sure how well it would work with the player in motion though.
If a separate 'base' sprite with Platform behavior is used, you can attach the rotator sprite to it, attach player sprite to the rotator. At the end of the jump remove the rotator sprite, re-attach the player back to the base sprite.
Add an instance variable IsOccupied to the placeholder sprite.
When object A/B/C clicked, pick the first placeholder sprite with IsOccupied=0. Move the object to it and set its IsOccupied to 1.
Here is another solution - click any point on the sprite:
dropbox.com/scl/fi/drhkya67euorlv2iq1pqr/rotate_easypeasy.c3p
Disable any actions that are changing scroll Y.
There were a few mistakes in the code, here is the fixed version
dropbox.com/scl/fi/prmccc8ug38lfr1ryjl26/V6_.c3p
No, r should be a global or a local variable, not instance variable.
You probably need to do the same with the Random function - pick Respawn instance by UID.
I don't really understand why you need those functions. You can spawn new monster directly in event #1
Then setting a random value to a variable should definitely work.
On start of layout: Set r to random(sprite.animationFrameCount) Sprite set frame to r
Or maybe try spending more than 5 minutes looking for a solution before giving up :)
You probably need to make a bigger layout. Or change the expressions.
In NWjs export you can change window title with NW.js object.
In a web game this may be possible with scripting.
document.title = "This is the new page title.";
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Can you explain the task?
Do you need to set one random frame to all instances? (say, frame 4 for all)
Or random frames to each instance, without repetition?
Member since 26 May, 2016