Ok thats a lot better.
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here ya go:
FIXED.cap
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your logic on finding the angle speed was fine, its just that your debug Text2 object was checking "lastangle" not sprite3.('lastangle') and so was returning 0
Just a simple oversight. otherwise you would have noticed (AngDif>5) was way to high a speed. so I changed it too (AngDif>1)
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You had conflicts in finding your lastangle because you were seting it after you already changed the angle.
That's why moving the 2nd [Always]event above the 1st[Always]event fixes that.
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I also added a new vareable ('speed') witch I used to determin the idle/skate animations.
Its just: sqrt(a^2+b^2)
so
('speed') = sqrt(Sprite2[Physics].VelocityX^2+Sprite2[Physics].Velocityy^2)
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fixed your events that set value 1/2 to find left/right, (you had 1/right, to find left/2)
and added a [Trigger Once] to your input key animation change event.
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TIPS:
1.Never name a variable "angle". It just makes things confusing. so I changed that to "ang"
2. Never use large canvas objects. they kill FPS. your better off with hundreds of sprites.
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ha,no wonder you were having a hard time explaining, there was nothing majorly wrong, just a whole bunch of small oversights and errors.
you still should keep a bookmark on the blog I linked though.
I have a feeling your going to need it to make vectors to find torqe and swing angles in the future.
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