It's cool, it was a rather old and subtle issue. I guess that people encountering it either could never reproduce it or just thought they were doing something wrong because it's hard to make it happen twice in a row if you don't know it is there.
Yeah, it was super annoying for me XD. Happened with almost every animation.
While making my game for the Ludum Dare, the main player had about a dozen animations, some with 20-30 frames. Setting up the animations took the most amount of time, because it happened over and over.
What I ended up doing for the player object, was pin it to a player base, and disable collisions on the animated player sprite. The player base just being an invisible square sprite object, as I normally do. But, for some reason was trying to get around that. Then I just setup all the animations, and their frames. Then for bounding box, just set to auto to full bounding box, and applied to all animations. The image points... however were another story all together. I had to place them manually for the animations, and spawning of attack hit boxes to work properly.
If that one thing is fixed, it's going to make my life with Construct 3 soooo much easier :D. I'm really excited to try it out tomorrow. It's been happening to me since I started using Construct again towards the end of last summer. I'd be following along with an online tutorial video. Test play, and it would be all bugged out. Then upon double checking, would realize the image points, and bounding boxes were doing really strange things.
It seemed to be following what I mentioned earlier. Or just jumping from frame to frame. I was using the shortcuts that were added a while back CTRL + Left/Right arrow to move frames on this last project for the jam. Seemed like if I made a change, then swapped to another frame quickly, or just cycled through frames quickly in general the boxes/points would go haywire lol.
I'm so happy that it's fixed. I'll give it a good run through tomorrow, and leave a comment on the post with the updated features. To thank the team for resolving it. If it's still an issue, I will update here, and submit a bug report.
Thanks again for your responses DiegoM. I'll be sure to run it through it's paces tomorrow haha