Thanks for your answers, but I don't want to detect when a key was released - this would assume the key has been pressed already - also I think 'released' is a one shot test which will only trigger after the key has been pressed - acts as a kind of trap - the action will only occur after you lift your finger and not as soon as you press the key. The difference being that one way will act like autofire and the other would require continuous tapping of the key - I want the autofire behaviour - I care about the finger joints of my users
I'm still searching for a way to implement the logic...
If the player is pressing the left arrow - OR - the right arrow then set gravity to 0 - ELSE - set gravity to 5.
Ok, I sussed out what the issue was - and it was the difference between Pressed and Down.
When I used If key is pressed I get a little green arrow next to the event and I'm unable to place an Else event directly after it - I switched to Key is down and bam! I can pop the ELSE right in there.
Can I just say thanks for taking the time to reply to my post, but I don't think adding extra events to solve a problem is the way forward especially as the issue was my lack of understanding of the event system (maybe just where pressed / down are concerned maybe).