So if I understand you correctly WRS, you are saying that if you place the object in a different layout and use it as an "Object Bank", set all of it's properties, the way it's facing, initial instance variable values, what behaviours are enabled and their values and effects, it will load them from that layout into the layout that the player sees and you don't have to set them right after it creates the object in an event action block (unless the value varies) and this works for spawn an object and create object actions?
And are you saying I should try making an object bank for my enemy characters because it will fix this problem like it did for you?
I did try what I said I would earlier. I moved the event block into my standard move function and interestingly enough, the actions for moving the enemy character is running but the tilemovement behaviour for simulate tilemovement pressing up is not working but it will log a string to the console for me and if I replace it with "Set position to Self.Y-1 like I did in my previous screenshot, it will move.
This is very strange indeed. I am very curious as to what's happened here. I'm starting to become convinced there is an issue with the tilemovement behaviour. I'm not 100% but it's a mystery. The trouble I am having is reproducing this in a new project so I can report this to be fixed unless you are willing to have a look Ashley - I know you're busy, but I would love for you to check this out. If it is indeed a problem with the tilemovement behaviour or an issue that families cause in general when using the replace object feature, it could be a good optimise for Construct. I'm happy to send my project through to you so you can see what's happening with it.
Yes that's right.
The first moment of use.
For example, you have a camera (this is one sprite), but it can be sent in 4 different directions. Top, bottom, left, right.
If you create 4 copies of the camera and configure them initially in different directions, you can simply copy the camera you need from the layout, without customizing the behavior there.
The second point of use.
You create an enemy and set up all your behaviors.
Then, at the very level, the enemy is created automatically by an action - to create an object. In this case, the system will take all configured parameters from the very first instance.