[quote:3vzyrd37]however when I only did the event sheet. It was good- the character did the running animation as he ran. however it didnt stop when he stood. my animation is 1 obeject with 3 frames
frame 1-standing
frame2-running
frame 2-running
is this right?
Okay you have me a little confused here. It should probably look something like this in your animator bar:
<img src="http://i32.tinypic.com/2yw8f9z.png">
So you actually have different animations for your sprite, each with their own frames of course. I named them like they would be tagged too.
[quote:3vzyrd37]
also the checked auto-mirror and he's not running the other way; and i did do mirrored sprites in the animator box in the (left)/(right)
When you check the auto-mirror attribute, you actually don't have to add an additional direction to your animation. That's what it's for, it will be automatically mirrored.
However, the animation angles are linked to the object angle (although you can disable that), but the Platfrom behaviour uses its own angle, Sprite[Platform].MovAngle. So if you activate auto-mirror, it won't mirror the sprite in this case automatically, since the object angle doesn't really change, just the MovAngle does.
So you have to change the object angle manually with events. You could use the VectorX(+/-) of the platform movement for this or the key input by the player. Depends if you want your sprite always to face the direction it's moving or allow the player to change it anytime.
I hope this is helping you. And yes you can upload a small cap in the uploads section of the forum (just attach it when you post). If you're still having trouble with this, I can cook up a little example for you.