o yeah if it helps at all im using SGDK version 2 or from were ive read somewere Alpha 4. Srry for the list but ive tried and tried and i cant seem to find how to fix those things otherwise im pretty much cool besides a couple more thing that i cant name right now
In that case you've been posting in the wrong area. You were posting in the forums for version 1. SGDK 2 is not done yet, which would probably be most of the reason you're having trouble figuring out how to use it. The documentation is not done yet. You're welcome to try working it out without documentation, but it might be tough, and you might run into a lot of problems because SGDK2 is still in alpha (not completely tested). I can try to give a short answer to your questions, but I'm not sure how helpful it will be without documentation or examples to back it up yet. There is one example project for SGDK2 in Library\Projects\SHFL.sgdk2 you could try to load to see if it has any helpful details.
1. Compare your sprite to the sprites defined in the SHFL to see if left/right sprites are being done correctly. Check the "Solid Width" and "Solid Height" of your sprite states. They should probably match the width and height of the graphics you're using for your sprite. These numbers may affect how your sprite is positioned when turning around.
2. Check the "Solid Width" and "Solid Height" of your sprite states. That would also affect how far away the sprite is from solid ground.
3. Look at the player sprite in the SHFL project. You'll notice that the up arrow has some special rules to make the sprite behave like it's jumping.
4. If you're getting code from GameDev 1.x posts, it will not work with SGDK2, which is a completely different program, rewritten from the ground up in a new language with new technologies, and completely incompatible with version 1. But SGDK2 is powerful enough that you might not have to write any code because the rule system in SGDK2 is more flexible.
5. Use DrawCounterAsTile to draw inventory on the screen in SGDK2. Sorry, the documentation for that hasn't been released yet, (it's done, but I haven't posted it yet).
6. To detect a collision between two sprites, use TestCollisionMask and pass in a sprite category containing all the sprites you want to check to see if they're hitting the current sprite. No examples of this yet, and the documentation for this is not released yet sorry. If you can find durnurd's post with the SGDK2 project he was working on, though, it has some collision testing examples, I think.
7. It's possible to detect when the player presses a key and when it's released and switch to another state and back on these events. Use IsInputPressed to determine if a button is pressed, and use SwitchToState to switch the sprite to another state. You can also if the "==" function to check to see if a sprite is already in the right state.
So how did you stumble across SGDK2?