Player1 only has frames for 4 directions; however, the movement is 8 directions, thus, even if you go at a diagonal it would only use the 4 directional frames as substitutions.
Now I want to create an object facing the same orientation as the animation frame Player1, but not the actual movement direction. Because later I'm planing to add a feature where you hold Shift and Player1 will not rotate.
I tried with "Always" change animation direction to current dir. value of player1, but the bullet is always facing right.
Depends on the movement. If you have the built in 8 directions movement, you'll have to faniggle a bit, strafing would probably be a tad bit easier with a custom movement. I'll try to think of how to do this to post later, I'm tired and I've got alot to do. Likely someone will come along and explain it before I do.
what is a way to make a custom control where when you press an arrow button, player1 does not use the direction frame. For example, in 2Dspace shooter arcades, every direction uses the same sprite. I know what you'll tell me-just use one dir. sprites. The problem is that I want the user to be able to explore a map(can turn in dir.), but at the same time being able to face in one dir. and shoot enemies like the old school arcades.
You could the X position plus and minus a few pixels while Pressing Right and Left, respectively. Then Y plus and minus while pressing down and up respectively. Then set the direction of the animation manually. If you need, I can clarify.
I didn't quite get your explanation about the "X position plus and minus a few pixels while Pressing Right and Left, respectively." Can you break it down into Condition and command ?
When you said to set the dir. animation manually, did you mean for example, have Left frame be assigned to a new animation sequence instead?