Thanks for the reply
1. You are building you levels with TiledBG objects. Any reason why? Tilemap is a lot easier for this sort of thing.
2. All the TiledBG objects have physics+solid. Again: why? Physics has a hell of an overhead if you don't need it (I don't see it referenced in your events anywhere).
Uh, I haven't come across using tilemap yet, but I believe i read using BG is better for performance. Although the BG_Tiled_Blok is more aesthetic, i was using the physics to contain the food when created. I think w/o the physics the food would fly out and overlap the BG Bloks. I will have to go back and check on this.
3. In one place you were using an animation frame as a condition to spawn an object (your player). This is a bad idea, as frames can be skipped, or stay onscreen longer than you intend. In your case, this occasionally led to 3 or 4 players being created on re-spawn. I patched it by inserting a 'trigger once' condition after it, but you should still re-jigger this logic.
I was trying to get the exact second to spawn the player. When the beam of light hits the ground and bounces back up, that's when i wanted to spawn the player. I guess i could have used a System Wait event to do that.
Oh, and while it's probably way overkill for your present project, there also magicam:
Yeah, I was trying to stay away from plugins. At one point i was using the tween plugin but on asking for help and posting my capx some users didn't have it. So I found a workaround using just the sine behavior, and it's a bit easier for me to add that logic.
Also, on the "ScrollBud" event & action, you just fried my brain with that! I'm gonna need to spend some time to look all that up & understand that better.
Again, thank you for all your help.