@JayJay - I've considered this idea but I don't think it'd give me much more of an advantage over just using "overlap at offset" events. Maybe I'm wrong though?
@Yaottabyte - Thanks for taking the time to make that example. This is actually similar to how I have the enemy setup currently. It definitely works but I was hoping to find a method to avoid having to put a bunch of sensors on the corners of all the platforms.
Ok, I put together an example CAP. If you try this you'll see that it works SOMETIMES.. but other times the enemy just randomly flys off the screen. It uses "overlap at offet" and "overlap at point" to detect the edges. https://dl.dropbox.com/u/28484936/crawling_enemy.cap
Edit: Ok, after toying around with FPS settings I see now that the problem has everything to do with how fast the enemy is going. If I set the enemy speed to 80 - no problems. If I set it to 120 if will occasionally fly away. If I turn off v-sync and pump up the FPS to 200 I can make the enemy move very fast with no problems. Since I can't expect the game to run at 200 FPS I still need to come up with a solution for this.robit_studios2012-06-13 21:31:51