Sorry to bump, but I figure that this is a simple problem to begin with, so it shouldn't take too much of anyone's time.
The .CAP has once again been updated, and things are starting to look better: Switches and doors work, and pretty soon I think I can actually start focusing on cosmetics, more or less.
The new .CAP is here.
Here is what I'm trying to do:
I am trying to set it up so that when the player falls on collision with some spiky pencils, the player is destroyed, and the death animation plays.
When the death animation is done, the graphic for the player respawns, plays a "coming back to life" animation, and then the player itself is respawned, and the game continues. It's hard to explain, but if you run the .CAP, you know what I mean (the events for it are specifically in the Include "Lives and Game Overs" or whatever I called it).
<img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Problem4.jpg">
There is one problem with this:
1) the main one being that the "revived" animation does not in fact play when the animation "Dying" is finished. I'm not sure why this is, but I suspect it's something simple.
It's probably something I fudged up with global variables, but I am unsure. Take a look if you think you know what's up.
In the cap itself, I have two instances of the pencils object. One is a tiled background simply labeled "Pencils" while the other being a sprite labeled "Spiky Pencils".
I had assumed that using tiled backgrounds for long-range stuff like spiked floors, ground, etc. were better than using objects, because the less objects you use, the less RAM your game takes up. However, in all of my event finagling, there was no way I could get
A) the death events to work when colliding with the pencils
and
B) the block to recognize the pencils as a surface so it could stop falling.
Changing the tiled background to a solid obviously did nothing.
Now, if need be, I can merely keep them as objects, but if there is a way to make the player and other objects interact with tiled backgrounds, I'd like to know. However, I doubt my project will end up taking that much RAM to begin with, but hey.
Thanks for any and all help, as always.