I'd suggest to watch all the tutorial videos... (maybe on the older ones too) For Monster AI... action steps...
BAsically, just set the "Solid Obkect Reaction" and "Edge Solid Rection" to "Reverse direction".
Then for acction step 0 (the first action executer when your Monster spawns) set move up (or Move UD if move Up only doesn't exists), then for "End of Timer" set it "Advance" (also, set the Timer to a value for that action... I'd suggest 8). Then for the Action Step 1 set the action to "Shoot straight"... then for "End of Timer" set it "GoToFirst" (with a Timer value of "1" for example)...
Voilà, your monster is set to move Up/down... and after some seconds he will shoot then start again. And if he collides a solid element or the edge, he'll walk to the opposite direction.
You can adjust the "Timer" value to slight modify the delay between cycles.
About your score HUD... I think it's might be the Collectable_JustForScore.asm script? Check the "Tile Collision ??" element in the "Project Settings > Script Settings" where "??" should be the type of your carrot tile (if the carrot is, for example "03 collectable", then you need to check the "Tile Collision 03" element)
BAsically, just set the "Solid Obkect Reaction" and "Edge Solid Rection" to "Reverse direction".
Then for acction step 0 (the first action executer when your Monster spawns) set move up (or Move UD if move Up only doesn't exists), then for "End of Timer" set it "Advance" (also, set the Timer to a value for that action... I'd suggest 8). Then for the Action Step 1 set the action to "Shoot straight"... then for "End of Timer" set it "GoToFirst" (with a Timer value of "1" for example)...
Voilà, your monster is set to move Up/down... and after some seconds he will shoot then start again. And if he collides a solid element or the edge, he'll walk to the opposite direction.
You can adjust the "Timer" value to slight modify the delay between cycles.
About your score HUD... I think it's might be the Collectable_JustForScore.asm script? Check the "Tile Collision ??" element in the "Project Settings > Script Settings" where "??" should be the type of your carrot tile (if the carrot is, for example "03 collectable", then you need to check the "Tile Collision 03" element)