No, I'm saying that even if the very first created sprite in my project has the default width set positively and is scaled 1:1, the code generated ones spawn reverted. The code generated ones even take the instance variable values from another sprite placed somewhere else, dunno which, but not the very first one. So it's not taking the very first created sprite, but some random others
ah yes now i see ...
i think was mentioned before...
i seen this problem myself also but its not really a problem but more of the ordinary things that where not needed to be fixed i guess cause seemed natural, and no1 complained/or everybody got used with it as in my case.
what i seen is this: when you first place your sprite object in a layout,that is usually deleted on start of layout unless its the main player and u actually use it from the visual editor placement,
anyway that very first sprite is affecting every other future code generated of same sprites for example if you first create a fish .. and on start of layout you delete it cause you dont need it...
then you go create a random number of them doesn't matter under what condition... the new fish created will be exact copies as the one that got destroyed upon removal/ start of layout cleanup/ destroyed 1st on start.
there is no way around it but ask Ashley here about this. or modify the way C2 engine works i guess. its a cache memory issue i supposed, or canvas cache memory history thing that its only saving the first state and form of a sprite.
however i always patch this thing by adding a new action under the new created sprites if i want them to be flipped immediately after its created.. i added a condition for it to be flipped or if that is to many lines... just add a new line of conditions similar to this code bellow
Fish on created ---------------- action for size/scale
============================
if someconditiontoflipison - set flipped/height
============================
============================
if someconditiontomirrorison - set mirror/width
============================
[/code:1ctslyjf]
since now it did not fail.
but you said its taking some random other... that makes me suspect of the browser cache you have ... do you use SaveGame System Function? or persistent/global objects?
Edited: i ask about any saving /caching issue because i seen if you save locally something and then try open a new capx version after you closed that or update a game on a website some cache remains are going to affect it.
Edit2: all that explanation above made basically the same point you said just without the error.... lol .... i feel stupid for not stay and read till i get it right.... yes if its not acting as i said above and as you said... then its a cache problem.. that means... your game if its hosted on a website... and u updated a new version of it... you need to clear the cache history media or the data hosted thing... not sure what counts now... but for me cleaning that in chrome was fixing it.