The function looses its reference to which instance was involved and therefore executes the action on all gooe objects.
The second gif you posted, the point where you hit the second gooe, you actually hit 2. (I see 2 gooes behind one another)
Also, in your events ... you have a timer on the player, then perform actions when the timer runs out on the gooes. those will effect all gooes as there is no reference to an individual one.
Hey thanks for trying to help, I appreciate it.
If you followed the thread you saw that even when I got rid of the functions, the result is the same. so it's not the issue.
timer was on the function which are not relevant since I removed them for the sake of testing and I got the same result as you can see on the above GIF, so it's not where the bug is.
2 hits, that's the issue... Player should hit once even if he jumps on 5 enemies.
But again, why it works perfectly fine when I attack to reduce damage?
when the player attacks 1 enemy, it reduce 1 HP, 2nd hit destroy it, but it won't destroy ALL ENEMIES which is exactly as it should be: individual for each enemy and I didn't put any code for it.
While on collision, it will affect ALL ENEMIES instead of just the specific one... This is why I'm sooo confused.
As a newbie, I'm guessing I need do something on the CREATE / SPAWN event to give each instance it's own ID? or something like that? again... I'm guessing.
Is there an event I can add to the CREATE / SPAWN that will make each enemy individual?
or it's not built-in and I need to do something more complicated with variables?
Sorry about my bad English, thank you all for your kind help!