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Adding enemy movement during the platformer tutorial seems to have cancelled the "hurt" logic I added which caused bounceback and blinking when you'd collide with the snail from anywhere but the top. Why does adding movement cancel the hurt logic? I attached a screenshot of the event sheet.
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The flash is now set up to happen when player.y<enemy.y and the platform is not falling..
I guess you'd want the else statement somewhere else..
moving the condition player.y<enemy.y to the subevent platform is falling would do the trick for now..