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  • The best solution would be to add an instance variable ID to the Bar sprite and set it to 1,2,3,4,5 for your five instances.

    Then you can change your event to:

    Mouse on clicked Bar 
     Bar ID = 1 -> set fire to 1
     Bar ID = 2 -> set fire to 2
     Bar ID = 3 -> set fire to 3
    ...
    

    Or even easier:

    Mouse on clicked Bar -> set fire to Bar.ID
    

    You can also use UIDs or IIDs

  • Let's say you have progress variable, changing from 0 to 1. When you press a key, you add 0.2 to progress and calculate the destination point:

    On any key pressed:
     Add 0.2 to progress 
     Set destinationX to lerp(B.x, C.x, progress)
    

    Then you can move your A sprite to this destination point using some behavior like MoveTo, or with another lerp:

    On every tick: 
     A set X to lerp(A.x, destinationX, dt)
    
  • The file size is 21Mb! You probably need to use some external tool to remove all definitions from the file and then edit it to make it compatible with C2 JSON format:

    {"c2array":true,"size":[3],"data":["apple","banana","coconut"]}

  • more and more publishers and developers are adding those links or the privacy policy file directly in the app so u can read it, while using the app, without being redirected, like a credits page... but for tos and privacy.

    Are there any advantages in embedding them into the app? Why can't I have them published on my website?

  • In "Set volume" action you need to use the tag name, not the audio file name.

    If it still doesn't work, please post your capx or a screenshot of events.

  • Lots of useful information in this topic, thanks guys!

    If I publish my game on Google Play or App Store, do I need to include the privacy policy and T&C into the app? Or can I just put the link "For Privacy Policy click here" that redirects to my website?

  • Does this happen with any project? This could be caused by a mistake in your code or in one of the addons you are using. Just a few days ago I found a bug in a popular Spline plugin by rexrainbow, where it can go into an infinite loop and freeze.

  • Audio system uses tags to distinguish between different sounds played at the same time. When you play a sound, assign a tag to it, and then you should be able to change its volume, pause, stop, etc.

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  • Just set looping in animation properties.

  • Don't use "Trigger once" inside loops. It doesn't work per instance.

    Here is an updated capx

    dropbox.com/s/6nkjp62fgk2wa4i/Family3.capx

  • "For each" loops are quite slow. If you are planning to have 17 animations, with this approach you'll need at least 19 loops, which may cause performance issues. So I suggest to do everything in one loop (see the screenshot in my previous comment)

  • Generally, when you pick multiple instances by UID, you need to use "For Each".

    So change your code to this:

    .

    Also, if you only have a few enemy types, it may be easier to combine them into two sprites. (combine art1, art2, art3 into one "art" sprite, and base1, base2, base3 into "base" sprite)

    This way you will not need to use families and you'll be able to fully benefit from the use of the container. You will no longer need the baseUID variable as instances in containers are picked automatically.

    Of course you will have to add another variable "EnemyType" and name your animations like "Walk1", "Walk2", "Walk3" for different enemy types.

    So your events may look like this:

    Base Platform is jumping -> Art set animation to "Jump"&Art.EnemyType
    

    Simple!

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dop2000

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