Ok, now I understand your cuestion, an no, I don't want to name the sprites by hand, I want to give them a number, name number combination , how? Everytime wenn a clock cycle starts, I want to clear the list, set the Sprite nr to 0, and let the for each loop fill mi list , like this: reakt that to the first imagesprite, from the "every imagesprite" block, see that there is a imagesprite, take tis imagsprite, and give them the name "sprite" , let the loop generate spritenumber +1 and then add this number to the spritename, and then save / add it to the list, and then access the "imagesprite list" and display for me the inside things in the "imagesprite list", and evyerytime that it displays the inside of the spritename list on the "spritebutton" and add a new line to the "spritename button" .
And here is my problem, how to access the spritename list, in the moment, before the next imagesprite is added, and set the button "sprite button" to the insides of the list by accessing to the "spritename list" , here is my next problem:
how to acces the "spritename list" in this moment and display the list insides one by one, but evertime add a new line to the sentence in the "spritebutton"
..... You understand my first problem now? And we was not able to use this list now, because, I want to solve first-time the adding-problem,
then the displayyng-problem for the "Sprite button" then the adding line to the "sprite-button" problem, and then make the step to take the next imagesprite from the "every imagesprite" block.
And all step by step, and timed by the for each loop.
And this inside the clock sycles, because when I add a imagesprite in the designer, it must reacting in time, and display the new changes in the list and in the button.