Does not necessarily mean easy to customize. Take my enemy movement for example. They kept getting out of the boundary zones and climbing walls. And falling off ledges. I thought I'd take a look at Ricky's example again and try it. Sure enough, I have no problems with the crossover so far. I have got to start figuring out my own stuff. Otherwise there's going to be a lot of people in my credits.
The problem is, every time I do go to do a crossover, either exactly or subbing alt values for counters. It doesn't like to work for me like it does in the example. This one being the few exceptions to that rule. I was going to use the PMO for the enemies but me being stupid had to delete the example that I had. (Thinking that I had a backup somewhere. Which I usually have several.)
The important thing though is. The enemies are behaving. Again. I didn't want to be satisfied with what everyone else usually does. Even though this example is a bit too fast for me still. I'm going to have to find a way to slow it down a little. Hopefully, I'll be able to create a game that Ricky will be pleased with. Still, so far so good.
Cya's
Oh, I've also added an animation to the enemy spawn point when they're getting hit. Now it actually looks like the player's doing damage to them now. Yay for art.
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