A super simple method of coding piranha plants & podoboos in tick code, using the sine block Feel free to use this code in your own engines! Ever since the rise of tick code, I've mostly seen Mario engines use enemies that move back and forth. While I understand why, it really limits the different enemies you can add. So, I wanted to find a ways of coding other enemies that was easy to understand. This method uses the sine block, which lets the y-movement bob up and down in one spot. But if you only let the top part of the sine wave get shown, it looks like it's leaping upwards and then disappearing. ...kind of similar to the movement of a podoboo. So I tried making a podoboo with this strategy, and this was the result! The piranha plant is the same story, except with an extra if statement that stops it if it gets above a certain point. It's not the *exact* movement, but it's close enough to it that there's barely a noticeable difference.