i would definitiley never want to challenge a good programmer, not even a bad one. i may take a look at the code, but nothing more. i like the rule constructing kit very much, thank you. when a programmer says, a thing is complicated, i tend to believe him.
and the sliding behaviour is good enough for me.
as for your tip with the scroll margins:
i decreased the scroll margin values. when the player is in the middle of the screen, all is alright. but mostly the player travels at the edge of the scroll margin as he flies through the map. (understandable?)
but the collision rectangles are quite different in their size. when he now changes his state to an image, which has a wider collision rectangle than that before, he is "pushed" innerwards. that can hardly be seen, but one thinks the entire screen is jumping a few pixels here and there.
i think this can hardly be prevented, but with good planning for the sprite. no sudden width-changing or so.
"or you need to specify a better Alignment parameter for SwitchToState and make sure that you are positioning the sprite correctly"
do you mean i have to take care of always using the same alignment parameter, e.g. "center middle"? i did that already.
or could it be i have to use some times different alignments, because of shifted frames?
why have i to shift the position of frames? is it only to determine the right position for the collision rectangle?
Instead of putting it in the same graphic sheet image, you could just put it in the same sprite frame by setting the repeat count of the first sub-frame to 0, and adding the correctly positioned bag frame after the zeppelin frame in the same sprite state
i am not quite sure what the advantage would be. when i paint the bag direct onto the ship, i have a better control of the position. hm.... okay... for later image style changes maybe....