Well you'll have to extract the files in to a folder if you want to be able to see things right because of the game using external files.
I can't get the slimes to move all at once instead of taking turns like so. I'm even using fastloops and it refuses to work.
The enemy code is in it's behaviors and sorry I didn't make any comments on how it works so here's the basics:
Value U and V tells the enemy where you move to next since it's a tile by tile movement engine, U being the X position and V being the Y position. The code to make it actually move is where I used fastloops and I think is where it's malfunctioning and it's near the bottom of it's movement event group.
Flag 0 tells the game the creature is moving so it doesn't fall out of sync with the movement engine and it turns off each time it's completed a move.
Flag 8 is just a damage flag. Value O is just there to turn off it's damage animation because I couldn't get it to stop looping even though I only told it to loop so many times.
Value M is a delay where the monster stands still for a few moments before changing directions when it runs in to something.
I think that's all you need to know, if not then let me know.
ALSO what's weird is, if you make them start out facing left or right they work just fine, but up or down doesn't work. If they start out left or right and attack you and start going up then they'll go through a solid object once then the one that did this works exactly as I want it to.
Also if you want you can check out the scrolling engine I made which lets you define scrolling area boundaries with ease if you place two objects to define the upperleft and bottomright boundaries. The code is in the global events section under the Movement Engine and Four Directional Movement groups. I was wanting to post an example of this anyway to help people out and show them a way to do this with very little work involved.