I don't even know where to begin on this one.
I have ground sprites with their value 'mode' = 0 and if they're floating then 'mode' = "platform" (the values were set manually in the layout editor).
Upon running, a groundmode and groundblurred (part of the container with ground) shows up in the top middle of the screen, but there isn't a ground there. There WAS one there before I edited the .cap, and I don't know what happened to it. Yet it still acts like it's there, and objects are placed properly to it and objects are created as if it's still there via events 2 and 3.
Also, groundmode objects are supposed to rotate when overlapping a ground with mode=platform. The ones near the bottom left rotate improperly. One of them rotated at a higher speed than the other for uncertain reasons. Is there two ground/platform objects there so it rotates more than once? That might not be a bug, but they're certainly rotating in the wrong spots.
At the start of the .cap, the 'groundblurred' objects should be set to the angle of the 'ground' object that they're in a container with, but they're not (the two on the left wall at runtime, via event 1). This was working earlier.
Event 2 should set groundblurred to y:-100 via container picking. They don't. This was the first bug that showed up.
Turn on event 5 to crash the .cap.
Turn on event 6 to cause a 50% fps decrease for no apparent reason. Also, this event makes sure that all platforms with mode = "platform" are at the mouse location, yet the groundmodes still aren't rotating in the right places. The groundmode that is overlapping the ones at the mouse position is not rotating. To check where the platform objects actually are, delete the set position action from event 6, and it shows that the two floating platforms are in the correct locations, yet the groundmodes still rotate in the wrong locations.
Turn on even 8 to cause a massive fps hit.
This was what I was describing in the 'desintegrating .cap;' bug earlier. http://sourceforge.net/tracker/index.php?func=detail&aid=2113439&group_id=207820&atid=1003219
Forgot to mention - an odd coincidence is that each time this bug has arisen has been at the same time as after I installed a screen capture (video) program. I doubt that's the issue, but it seems like a suspicious coincidence.
I think looping through objects is the problem. There is something wrong with loops, I have a loop (run 2000 times at start of layout) and it hangs my app like for 10 seconds. I know 2000 times is a lot, but all it does is create 2 objects and set their position.
Tried it, but removing all of the 'for each' loops didn't affect any of the issues.