This could only happen if you did actually add the object to the project. You don't have to use it beyond that, but if it is added to the project it is required and that is the correct behavior. Closing, please submit a .capx that reproduces the problem if you still think it's a bug.
Please report bugs to the Bugs forum following all the guidelines.
Check your browser and graphics card drivers are up to date.
Please submit a .capx as per the guidelines.
Closing as not a bug: your tile size is ridiculously small (5x5). Make it an appropriate size and it will be faster to start up.
OK, hopefully should be fixed in the next build.
Does it happen when using ordinary objects (e.g. sprites, tiled backgrounds) instead of a tilemap?
If so it's probably just how the physics engine internally handles collisions. I'm not sure there's much we could do about it.
Can't reproduce: in your pre-crop example if I hold shift+crop it crops all frames correctly and does not make the object move around. It looks like you simply clicked somewhere accidentally and mis-placed the origin. Please make sure your bug reports are exhaustive in detailing precisely what you do, in what order, and how - I don't know if you did something different to me, and you're referring to a pretty long tutorial with lots of steps.
New users commonly report their own mistakes as bugs so please be careful with making reports if you are not familiar with the tool.
Develop games in your browser. Powerful, performant & highly capable.
Did you see the built-in example? You don't need a library to check what the user said, the speech recognition engine already does that. So you can just compare the text that is coming in from speech recognition.
Hopefully Google will lift the APK size limit at some point - 50mb is fairly small given modern phones with gigabytes of storage and broadband connections. If they don't, we've been experimenting with web-loading games on Crosswalk - in other words, the app will just be a frame that on first run loads the game off the web by visiting its URL. The AppCache will let it run offline (as happens in browsers as well). Then your game can be as big as you like, and will even auto-update without having to publish updates to Google Play - but you'll have to have a server.
Crosswalk should be pretty good for Android. It's free, doesn't add any logos, has better audio support (Web Audio API) and lots of other browser-level features that CocoonJS is missing (e.g. XML parsing, form controls, etc).
RenatoB - no sound in IE is a common problem when the server is not configured correctly. Server issues could have also caused your other problems. The manual describes the MIME types you need to set up for audio.
Remember not to waste your memory
ramones is right. This is not a bug; computers calculate floating point numbers with limited precision, and in some cases C2 will apply some rounding to try to hide that, but it changes if you use str() or &.
C2 games should work fine on IE9+. We have not heard any similar reports to this one. Are your graphics card drivers up to date?