> Hi, an additional tip, you can/should separate your player from its graphics, so you can have the actual player which is an invisible sprite doing all the things/behaviors you need and pinned on it (+ container) are the graphics sprites (can be multiple) which can do different things than the player invisible object.
> Best of luck,
Ooh that sounds complicated! Is there any tutorial on it?
probably somewhere it exists, but it really is not complicated, here a simple example:
say you have a running character for a platform game, so 1st you create an invisible rectangular sprite which is the PLAYER which will have the running / platform behavior and anything else that you need to happen to it such as LIFE, collisions, etc.
since is it a simple square/rectangle you will never have collision problems and everything will be clean
Now to see the player you have the running animation in a separate sprite called say PLAYER_Graphics with only PIN behavior maximum. This only exists to show the player and also allows you to switch him with another player graphic as many times as you want super easily since you are not touching the "real" PLAYER
To stick the graphics on top of the PLAYER you have 2 easy options:
1) At start of layout PIN behavior on PLAYER both position and angle
or 2) Every tick, set position to PLAYER.X PLAYER.Y
That way your PLAYER is separate from the graphics and allows you to both have cleaner collisions / movement while also allowing you to change graphics any time you wish.
Hope that helps,