Yep, that's what it's used for. Overlapping at offset X=10, Y=10 for a square perimeter of 10 pixels.
Here, I tweaked your file - > Link
You could create a random go to 'Location' as you did when creating the spawn point then just use Set Angle Toward 'Location'
Probably talk to the guy posting in this thread.
There's no way to do this with exported projects AFAIK.
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No idea but if you remove the destroy enemy logic in the enemies tab it fixes it. Maybe stop the enemy that spawns bullets every 0.05 seconds from spawning things before it gets destroyed.
Because the bullet angle of motion is set to move towards the player? The reason that bullets appear when there are no enemies on screen is because you spawn from an enemy spawner when they are out of the player's view.
I'm not sure everything is working as intended in layout 1. I can't see the enemy spawner objects working at all and in layout 2 there are only enemy spawners. On layout 2 I don't see any patterns or any bullets apart from the player.
Pathfinding
I usually do a disable collision action when enemy collides (or overlaps) with the object. This will mean the enemy just passes through it. This would also work for changing direction on colliding with the object.
what is the issue? please explain in more detail. All I see is a mass of bullets moving across the screen.
There's probably a better way of doing what you want without using tilemaps. What exactly happens in the game?
I don't think you can, but why would you want to ?
Ah phew that's good! : D
The manual suggests selecting the tilemaps from the z-order bar as selecting stuff that overlaps can get annoying. Have you tried using the z-order bar?