The sprite settings bounce on wall and destroy on wall have inconsistent behaviour when there’s no tilemap and the screen edge becomes an “implicit wall” in some cases:
- sprites bounce off the edge of the screen with
bounce on wall, - sprites travel off screen and continue to exist with
destroy on wall.
This can be seen in this small demonstration program where the cyan duck should die but makes a fleeting comeback proving there’s life after going off screen: https://makecode.com/_8tED843tp1ih
There’s also a change in behaviour from production beta to beta beta with a sprite with an acceleration value with is then later set to follow another sprite. Watch the green duck. Which one is correct?