Skins and Random Attributes


Ever the economists that we are, we try and create multiple instances of enemies we have already programmed, rather than creating a complete clone for every badguy. For instance, if our player will bounce on the heads of bad guys kinda Mario-style, we don't want to have to recode that event for every enemy type we create. In this lesson we will create multiple instances of the same object, each with their own random skin and speed value.