So far, I'm having a problem giving them a consistant "explosion" before dying. I thought that generally, most enemies would have the same "death explosion", but a few enmies would have unique ones, like if they were a bird, some feathers would be scattered in the explosion. For a slime, little droplets.
I'm trying this with a test enemy, but I think I must be doing enemies completely wrong. With two of this test enemy, there are numerous problems trying to get some consistancy. I notice that the first instance of this enemy I kill, they just disappear. No death as intended. When I kill the second, there IS a death animation.
I think this is because I've made two of the same collision box, two of the same enemy to paste them to. This is what I think is causing the problem: There's an "Always" condition, telling the enemy to stick to the collision box's XY position. When the first enemy dies, instead of playing the death animation, it goes to the next available collision box, hence the instant disappearing.
Is there a better way to handle enemies so I can give them their own death animation, or should I create a seperate object for the death animation? And just have the enemy spawn that when health reaches 0? I'm assuming it might be best to create a seperate object for death animation, huh?