@megamanx,

You just said everything I posted in 1 line.
I really need to take my meds
I wasn't sure if anyone would understand what the heck I was talking about.
note:I should state that the way I have handled sprite animation, is
to change the sprites image# and redrawing it. I haven't been
able to have DBpro's built-in sprite animation commands work for me.
So the issue I'm describing may be because of the overall method I use
to produce animated sprites. I would apprecitate it if someone who has
been successful in using the "Play Sprite" command (which has a delay)
parameter could explain it to me. It's possible it has been fixed
since I last tried to figure it out.
-----------------------------------
But still, I'm just describing what
appears to be happening.
I would still like someone to confirm that this is actually
the case. Either way, the timer snippet works to fix the
problem.
Before receiving that snippet from IanM, I would hold a mod count
for every iteration of the loop. Then perform the increment of the
next animation frame every 4th iteration or so. This would slow down the animation sequence without jepardizing the frames per second rate
for the rest of the game. This is a pain if you need to have different
sprites moving at different speeds.
I guess another answer is to have duplicate a # frames for each sprite
to control how fast they animate, while leaving the sync rate in tact.
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So here's my question.
Does anyone have a better method for controlling how fast a sprite
goes through it's animation frames while leaving the sync/refresh rate
alone? What about multiple sprites cycling at different speeds? Do you
just pad all sprites to have the same number of frames (using
duplicate frames)?