You could say while player is off screen disable pathfinding and have the enemy move towards you with a bullet behaviour, or move to etc. And when you are both on screen then do pathfinding. I think it fails because pathfinding only works within the viewport so they won't find a nearest path that includes wrap.
To select the random enemy use system pick a random instance of enemy. Use a variable on the enemy to enable when it's selected and the AP is reducing. Then you compare if enemy.variable=true and enemy.AP=0 then run the random pick again.
Ok so you had an event that runs to delete that object so probably that's why it is deleted immediately after the load. What do you mean by load is failing ?
You want the pathfinding behaviour
But you said you moved them to stash after saving ? Do you mean the inventory does not look the same as when you saved it, after a load ? Check your events like on start of layout and such that might delete objects.
Ignoring the error, what is actually broken ? Is the game the same as when you last saved it ?
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System compare two values, first value XP/500 and second value whatever you need.
To pause you can set system timescale to 0
You are looking for the 'Persist' behaviour. Add this to the enemy and it will retain its state and values between layouts.
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Remove the event for 'on start of layout' and play the music one time only, such as have a variable condition 'if var=0', play music, then set the var to 1.
I think it means 'asynchronous' so the event will run separately and not block or wait for anything else.
You are entitled to your opinion of course but after using Construct for 10 years I never once thought this highlighting of the objects is spoiling the work experience. Also you might be the first person to ever mention it so I don't see how it has as big a negative impact as you say.
I just made a quick room in the same way the tutorial did and it was fine for me