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  • Actually a slightly better and shorter solution would be using "System Pick by overlapping point" event. Instead of the bounding box it uses collision polygons and will work with weirdly shaped buttons.

  • And where do you set the 8direction.MovingAngle and NPC.enemyangle?

    It would really be much easier if you could share the capx.

  • I think the easiest solution would be to compare X,Y of the touch with that saved ID with button coordinates. Something like this:

    Touch.XForID(VarTouchID) is between Button.BBoxLeft and Button.BBoxRight
    Touch.YForID(VarTouchID) is between Button.BBoxTop and Button.BBoxBottom
    
  • I need to see your code, please post a screenshot or upload capx file.

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  • You save your project as a single file (.capx), upload to some file sharing service and post the link here.

  • Please share your capx file.

  • If you want to limit the number of existing enemies on the layout (maximum 100 for example), add this condition to your event where you do the spawning:

    System compare two values Enemy.Count<100

    .

    If you want to limit the total number of spawned enemies (including the ones that are already destroyed etc.), you need to add a variable SpawnCounter. Add 1 to it every time you spawn a new enemy. And before spawning check if SpawnCounter<100

  • You are using "Trigger once" wrong. Also you don't need all those "Pick all" events. Change your code like this:

  • You can simply add another event to the function, after the loop - Set "Layer 3" visible

    Another solution would be renaming all layers that you want to change visibility like this: L1, L2, L3, L4...

    And change your code: For ""=1 to 20 : Set layer "L"&loopindex invisible

  • There is a trick that allows you to generate a very big map, save it and then load using just one small number. The solution is Seeded random. There are a couple of addons for it, I recommend this one:

    construct.net/en/forum/extending-construct-2/addons-29/plugin-seedrandom-53718

    .

    Regarding saving to a file - using "NWjs Write File" action you can save a file "silently", without showing "Save as" dialog.

  • You can use LiteTween plugin. Tween to scale 0, move sprite to another teleport, reverse the tween.

  • I thought your question was more about how to get words from the file.

    In my example one word is shown at a time when Space key is pressed. You can change this to "Every X seconds" or some other event. Or you can display all words in a loop, here is an example with 0.5 delay between words:

    Repeat tokencount(fileData, " ") times
     Wait 0.5*loopindex
     Text set text to trim(tokenat(fileData, currentWord, " "))
     Add 1 to currentWord
    
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dop2000

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