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JachiiStudios wrote:

Seriously, what could be causing this?
Also, if i added a “go back one layer” that would achieve the same result as if i changed the order of the blocks so that PlayerDraw is broadcasted before LevelBGDraw, which is either way not what i want
i wasn't referring to the stop scripts in player sprite, I was talking about the collision sprite. But the real issue is that when the player dies it broadcasts the level and the start loop at mismatched times, the fix is just to add a “wait 0 seconds” before it broadcasts start loop.