Hello, have you tried to give them the solid behavior, so they don't overlap each other?
Ah you found it, perfect :)
Hi, there is probably an event interfering with the HP substract one, can you post a screen of your code or share a capx please?
You should try to add a "For each" condition on top of the event, so the game will check separatly each enemy entity, because right now it doesn't know which one to pick
Hi, can you post a screen of your actual AI code, so we can figure a way on how to fix it?
Try to disable pixel rounding if you didn't try yet and tell me the result
No problem! Good luck with your project ~
Hi, either create a variable to control when the enemies are spawning, or put the spawing events in a group and set that group disabled on Game Over
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Hi, which scaling method do you use for the viewport, letterbox or letterbox integer?
It's because when you disable the behavior, it registers the last vector movements of your sprite, so when reactivated, the vector continue its movement, you need in that case to set your sprite vector Y to 0 when it grabs the ladder
Create a global variable "Sprite_animation", when you select your item, set variable to sprite animation name, then on start of layout, set animation to variable
Same stuff, since you used ID variables you can do :
And then put the action you want
No problem!
You can replace the first trigger by any trigger you want to start the fade loop;
Only A and B needs the Fade behavior to make it work
Is that the result you're looking for? : i.ibb.co/PFfqvmV/Fade.gif