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.
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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?
Tried to use Fraps but it will only record the layout and no other dialog boxes so it's useless, but I switch between two tile sets easily and can draw and erase. The tilemap editor updates to the selected tilemap. : S
Same. I'm on 64 Win7 on r152. I'm trying to break it but I can't lol.
Burvey
I think this is the only way of doing it at the moment : S
What you're doing at around 0.46 that works for me : S There must be a bug with it. Are you able to do it with a brand new project with 2 tilemaps?
Will need to see how the events are set up. Please link to cut down .capx file or a screenshot. If your rep is too low to post on here then feel free to message me and I will assist with a fix.
Yeah I mean the layout aka the work space, the level. You need to select it from there with the selector tool or pencil to change between tilemaps.