They are like counters, they are used to store numbers. They are individual for each active, so they're perfect as health counters for enemies and such.
Here is something that could make you understand more.
Start a new application and create a new active object - then put about 10 instances of that active object in the frame. Give it a movement of bouncing ball or something.
+ Active object hits side of playfield
- Bounce
- Add 1 to alterable value 1
+ Alterable value 1 = 3
- Stop
So basically after each instance of that active object hits the edge of the playfield 3 times, then each one will stop. Flags are similar, however they can only take a value of true or false (on or off).
So you could do:
+ Active object hits side of playfield
- Bounce
- Set flag 0 on
+ Flag 0 of active is on
- Stop
That would do it so if the active hits the edge once, then it will stop. The best way to figure this stuff out is just to dump a load of actives in an empty playfield and experiment with values and flags. When I was new to kliking I thought alterable values and flags were too complicated and so didn't use them, meaning my games were poor. Alterable values and flags are very useful in all klik games - and they arn't really complicated at all. The complicated bit is putting them all together to create an engine and stuff..
Lol, yup they are libary gfx. the pic is a snapshot of one of the first games i ever made (About 4 years ago and it was pretty crap). And Glaze graphics is mine and my friends little company. Seeing as everybody has *Somthing*soft as there company name, i thought ours was a bit different