[quote:2g1q9ttl]This doesn't solve the problem (it still pastes to all the sprites)
The Sprites share the same texture, so if you change the texture on one all of them change. One way you can do it is give the Sprite 16 animation frames and assign each instance a different frame. Another method is use TiledBackground objects instead of sprites. They can each have different textures but only with the load texture action, so you'll have to save the image from the canvas to a file first before loading.
In the actual game i need the solution for, i am using a sprite with 9 animations.
<img src="http://dl.dropbox.com/u/22173473/small%20splash.png">
These events start when the level loads-
+ PickLevel: On fade out finished
-> System: Create object puzzlecubes on layer 1 at (488, 272)
-> puzzlecubes: Set 'numb' to 1
-> System: Create object puzzlecubes on layer 1 at (240, 272)
-> puzzlecubes: Set 'numb' to 2
-> System: Create object puzzlecubes on layer 1 at (616, 408)
-> puzzlecubes: Set 'numb' to 3
-> System: Create object puzzlecubes on layer 1 at (752, 152)
-> puzzlecubes: Set 'numb' to 4
-> System: Create object puzzlecubes on layer 1 at (648, 152)
-> puzzlecubes: Set 'numb' to 5
-> System: Create object puzzlecubes on layer 1 at (328, 416)
-> puzzlecubes: Set 'numb' to 6
-> System: Create object puzzlecubes on layer 1 at (304, 152)
-> puzzlecubes: Set 'numb' to 7
-> System: Create object puzzlecubes on layer 1 at (744, 408)
-> puzzlecubes: Set 'numb' to 8
-> System: Create object puzzlecubes on layer 1 at (400, 152)
-> puzzlecubes: Set 'numb' to 9
-> System: Create object lydia on layer 1 at (60, 446)
-> lydia: Activate Platform movement
Everything works fine as it is, but i was looking for a way to let the player choose a picture for the puzzle or start the level with a different 'picture' every time.
If i was to use tiledbackground objects could i still make them pushable blocks (platform behaviour) ?