on bullet collision with enemy
(subevent)Enemy.value=Goomba
------ Do anything a goomba would
(subevent)Enemy.value=Koopa
------Do anything a koopa wouldquote]
on bullet collision with koopa
------do something with koopa
on bullet collision with goomba
-do some goomba thingquote]
This single enemy object could contain every behavior that could be activated/deactivated depending on what the enemy variable is. Animations could be set like
-GOOMBA_Walk
-GOOMBA_Squished
-KOOPA_Walk
-KOOPA_Squishedquote]
enemy - play animation - enemy.value&"_Walk"quote]
enemy - play animation - "walk"quote]
Then when the enemy dies? More sub-eventsquote]
+Enemy dies
--- do something for any enemy
(subevent) If it's a koopa
--- do this
(subevent) If it's a goomba
--- do thatquote]
enemy dies
---do something
koopa dies
---do this
gooma dies
---do thisquote]
find that easier and more convenient than making totally different objects and putting them in the same family. Hm.. it's not like you must like families, but personally, in all the above examples, the family version seems much cleaner and readable. Also the icons make it much easier to read the event sheet as well.
edit: also to emulate multiple families on a single object would make things a little messier still
like Koopa could be in the 'enemy' family and the 'ground creature' family and the 'all character' family