I think it has something to do with the uid, but I'm having trouble understanding it all. I went through the jungle platformer and the beginners basics and have skimmed through others, but I'm still having some troubles.
I have an enemy sprite with a walking animation and an enemybox(sprite) overlayed to control its movement/collision.
Since I set every tick>enemysprite>set position to enemybox
Movement/collision of the original(im guessing which ever one gets set to a uid of 0) enemybox is wanting to control all the other enemy sprites.
This results in the animation being mirrored to early and my enemies end up moon walking or disappearing because of a collision with a prior enemybox.
here is my .capx... I'm thinking that I'm missing a condition that tells the enemy to only be controled by the box nearest to it.
I tried to work around it by adding spawn points that would trigger when on screen. But if you don't kill an enemy then its box will control all the other enemies(as stated above).