Oh, that's cool then. Another thing I've discovered is animation angles right now have nothing but the most obscure of uses. They change automatically when you rotate a sprite, and unless I'm mistaken they can't be changed otherwise.
Well... yes they can. You can set a sprite to "No rotation" in the properties, or a few of the built-in behaviors have additional rotation settings. You can then set the angle to whatever you like with actions. If you set an angle of a sprite with no pre-defined animation angles, then it will simply turn the sprite. If there are any pre-defined angles then the sprite will adopt the animation angle closest to it's current angle.
I agree, angles should not have to do with animation angles. That should be seperate actions and conditions.
It's pretty much only a hindrance this way. The only way around it that I can see is to make seperate animations for each direction you want if you intend to have rotation. Say, if I have a picture of a fist turned right, I might want it to rotate full 360s to punch a face. But I would also like it to be able to do this in the other direction, and I add a mirrored frame to the 180 angle, but then I am screwed for the rotation to look good as the fist will constantly flip every 180 degrees no matter the inital direction.
In that case, don't use animation angles... have a separate animations for "Fist left" and "Fist right," with only one angle each.
Though I agree the whole animation angles thing might be a little confusing.