You might want to check the order of your events. If you have an event that switches your sprite to a different, single-frame animation that is being run before checking for left/right input and switching to "running" then when your "running" animation comes up it will always default to frame 1. For instance, putting your "change animation to default" action into an always event at the start of your animation routines will do this, but there are other ways as well. Just double-check that there isn't anything triggering an animation change prior to your running action that might be overriding it, and condition it accordingly.
As for the sprite changing size... I don't know what could be causing it. I've never encountered it, and I've never heard of it happening. Maybe you could upload an example of what's happening so someone could take a look at it?
I double-checked, and nothing should be changing it - the animation is the right one, it's just stuck on frame 1 like it doesn't play.
Like I said, it works fine 90% of the time, but after playing for a while it randomly happens. I don't really want to show the game yet - could I email you or something?
Everything is going smoothly for me in the controls department, but i'm having alot of trouble getting animations to play correctly. it'll always end up NOT playing any animations, while still switching to the correct ones.
by the way, your kick-it demo is perfect for my game - except for the little bounce the character makes when it lands. did you find a way to work around it?
Thanks for all the help!