Thanks for the help Andrew, but unfortunately this doesn't really help me. Probably because I did such a LOUSY job of explaining what I need above, lol. Let me try again: in the draw event of my player object, when he turns into a wolf, it draws several pieces for it, in addition to the player object's sprite index (the front leg). Now these rotate upward or downward as the player walks up and down slopes and adjust their positioning so that everything stays aligned. To give you examples of what I mean:
on a flat surface:

on a downward slope:

This in itself took some serious code work which is why I didn't paste it here. Now I can easily draw this to a surface by simply taking the code from the draw event, and pasting it into a step event. After doing this the surface has all of the pieces "glued" together properly and looks perfect like the above pic. I then simply copy the surface to the TRAILS object, and draw it there. Resulting in it draw the correct frame of animation, with the write alpha, color, etc.
The issue is this though: when I draw the surface I cannot get it to position properly in reference to the player. In order to get it to even show I have to use a 256x256 surface. If I use 64x64 (what I should use for this) I have to go to the upper left corner of the room and jump and then I can see a piece of the sprite on the surface appear. With a 256x256 surface (WAY too big) I get this:

And if I move forward and downward it seems to get further and further away QUICKLY like this:

Can anyone please assist me with getting this surface to position properly? I assume it is the way I am drawing the sprites to the surface that they just get drawn god knows where on it.
BTW, here is the code to draw just ONE piece of the wolf shown above. This is again in the draw event of the player object, and to draw it in the surface I just go into step event of the player object, then set the surface as the drawing target, and paste in the same code:
draw_sprite_ext(aluwolf_sword,0,x+128+lengthdir_x(point_distance(0,0,-6*hitbox.spr_dir,6+wolf_body_yoffset),image_angle+point_direction(0,0,-6*hitbox.spr_dir,6+wolf_body_yoffset)),y+128+lengthdir_y(point_distance(0,0,-6*hitbox.spr_dir,6+wolf_body_yoffset),image_angle+point_direction(0,0,-6*hitbox.spr_dir,6+wolf_body_yoffset)),hitbox.spr_dir,1,image_angle,image_blend,image_alpha);
And here is the code for the "trail" OBJECT'S draw event:
draw_surface_ext(my_trail, x, y, 1, 1, 0, c_white, image_alpha);
Edited by esco, 30 March 2012 - 12:20 AM.