[quote="newt":ceni9v4j]You have on animation revived finished as a sub event to death = to 1, but if death is equal to 1 then......
You need a trigger once under the initial death= condition, with the global changed to 0 right after its created. Then on revived finished could be a separate event.[/quote:ceni9v4j]
Umm, I am not sure I followed your advice, but this is what I did:
And everything now works fine (with the exception of me not being able to change which angle plays during the death animation- which turns into an awkward flip if the player is at 180-degrees, dies, and then instantly flips to 0-degrees for the death animation. I tried setting the animation, but that don't seem to work).
EDIT: it seems that that was just the odd bug. Because now i run it and the angle is all fixed. Sometimes odd glitches like that crop up in my test-runs.
It's kinda odd, but with the event sheet I posted on the last page (the wrong previous one), it would create, in the debug, over 90 instances of the main character sprite, and it would glitch up the animation and slow the game down significantly. I really don't know why it would do that, but I'm glad at the least I have a workable (for now? I hope!) solution.
In a dev-bloggish fashion, my next tasks include:
-HUD creation (easy)
-considering whether or not to destroy progress on a level (eg block placement) every time a player dies. I'm weighing costs and benefits.
-designing some enemy sprites, but more importantly, actual cosmetics (backgrounds, environment)
-events corresponding to a Game Over scenario
And I envision future unexpected problems with all of those things! Joy!
But now i celebrate a small victory, ha. Thanks for the help.