The way I have common enemies in my game is they are all just one object, each 'flavor' of the enemy has a different animation specifying what it is.
This image could probably demonstrate what I just said a little better. Each one of those nine things on the right side is actually one object.
I have an event so, when they're created, along with being randomly placed on the Y axis off the screen, they're randomly assigned a number 1-9 - which will be the VirusType (alt value). If the random number event happens to land on 0, it will choose a different number. For example, that number is 4, it will change the animation to that star guy in the middle, and have events specific to this character. Should the number happen to be 0 anyway, it becomes this MissingNO creature (Yes, I took that name from classic PokÚmon, because that's exactly what it reminds me of). Doing some trial & error, I don't think this is where the problem is stemming from.
Rather, I think it might be a problem in the animations. How I have the animation event set up is:
VirusType (an alt value)=4;Only one action while event loops > Change Animation Sequence to 'Star'
^ This is the same for 1-9.
As I mentioned before, if it equals 0, it'll just be thrown back into that random pool.
Two of these characters have specific traits so far - to differentiate from the rest. One of them charges at the player when attacked. The other one launches an object (supposed to be directly at another enemy, right now it's only down), once they're hit, they'll go charge at the player.
So MissingNO, when it appears, it's just a pink ball. I've noticed that randomly it does have the two specific traits I've listed above. Which has me thinking that it still is being randomly assigned that number. So I guess my problem is... Why isn't the animation changing like it is supposed to? Each animation in the object's animation list is set to loop. I even tried events like, when animation stopped (the pink ball) is playing, that it would either be destroyed or back into the random pool.
Here's a video showing what is happening.
Before I set it to 1-9, it was 0-8. 0 was the water guy. The same thing was happening, there was a lot of "water" guys appearing on the frame. Thinking it would have been a little easier to troubleshoot like this. This bug was actually in my first CyberPigeon game too, but MissingNO was the standard enemy (you'd notice a lot more of them than any other type), but with every enemy acting pretty much the same, it really didn't matter. I'm more than happy to send the .mfa to anyone if you want to look at it. Just excuse some of the sloppy code.
But, if anyone can explain why the animation is defaulting back to the... Default animation, or if there is a work around of sorts, that'd be great. Thanks for the help.