Fireseraphim: I do NOT give out code upon request; I am willing to TRADE something useful to me for it, but otherwise you will just have to wait until I release the code and get it when everyone else does. Which should be within 1-2 months in this case.
Isso: you would have to look at the code to see, but basically it involves using one main piece to read what image_xscale should be, and adjusting angles and offsets as needed based on it.
Also.......... my script let's you scale x and y wise as well. It doesn't just limit you to mirroring by using image_xscale = -1. The only limit on it right now is that image_yscale cannot be a negative value (which is pretty useless), and that you cannot use image_angle on the main piece to rotate ALL the pieces at once (like if you wanted to take a key frame of the puppet and make it spin around; though this is pretty useless too since CAN be done with a surface).
Las: hey man, thanks for the info, but I already checked that thing out. The problem is it basically just seems to export an animation in PNG files; which takes up a LOT of images, a LOT of space, and STILL requires me to setup hitboxes in game for the 100 frames the animation might be. Also, the edges of the sprites then look fuzzy, and less detailed.
By Instead coding it in game, it not only makes setting hitboxes MUCH quicker (I only have to do it once per piece), but the sprite looks smoother and more detailed, it takes up a lot less space, and now that I have the code setup, I can add new enemies with it very easily.
The "glue" function I have (which is an old code snippet I found on the gm forums and modified), can also be used for things like diplocephalus and stone rose, which have several objects glued together (though they do not "animate" by rotating them). I am also considering using it for medium normal single object animated enemies like the warg to glue it's sprite pieces together, which saves space, makes animating quicker (since I do not have worry about alignment since they automatically are positioned correctly), and saves time since again I do NOT have to set a hitbox for each frame (which also means I do not have to use precise hitboxes, but still ensures that colission boxes are still very accurate). I just need to modify the code slightly for each enemy, and set gluing points as needed.
I could use it for small enemies like the skeletons too; but that is pretty pointless.