Ok im making a 2d SideScroller remaking prince of persia 1 and i got some code to start with but the pictures are to small can you look at the code below and make the player half like 40 Frames of animation make it about this tall
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|----------------| This Box Should be Repeated Many times Sideways
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and if it isnt to much trouble i only want it to play frame like 1 to 15 until key is pressed then play 15 to 20 get what i mean?
IS this possible heres my code
rem Normal initialisation stuff
sync on
sync rate 45
hide mouse
rem Load the player tileset and split it up into images 1 to 4
load bitmap "player.bmp",1
for i=0 to 3
get image i+1,i*32,0,(i+1)*32,32
next i
delete bitmap 1
rem Load the level tileset and split it up into images 100 to 107
load bitmap "tileset.bmp",1
for i=0 to 7
get image i+100,i*32,0,(i+1)*32,32
next i
delete bitmap 1
set current bitmap 0
rem Level data
dim level(50,15)
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1
data 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1
data 1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,1
data 1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,1
data 1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,1
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
for i=0 to 14
for j=0 to 49
read level(j,i)
next j
next i
rem Background data
dim background(25,15)
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,2,3,5,5,4,5,5,5,5,5,5,5,5
data 5,5,5,2,3,5,5,5,5,5,5,5,6,7,5,5,5,5,5,5,5,5,4,5,5
data 5,5,5,6,7,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,2,3,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,4,5,5,5,5,5,5,5,6,7,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
data 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5
for i=0 to 14
for j=0 to 24
read background(j,i)
next j
next i
rem Set some variables
frame=1
x=100
y=300
g=1
do
rem Moving variable determines whether the player
rem is moving or not, and changes the animation state later
moving=0
if leftkey()=1
rem If the sprite is facing right (default as I drew it)
rem then turn it the other way
if sprite mirrored(1)=0 then mirror sprite 1
rem Moving, so provide animation later
moving=1
rem If the tile that the player is about to move to is
rem empty, then move the player
if level(int((x-2)/32),int(y/32)+1)=0 then x=x-2
rem If the player is moving off the screen to the left,
rem adjust the xoffset accordingly
if x-xoffset<140 and xoffset>0 then xoffset=xoffset-2
endif
if rightkey()=1
rem If the sprite is facing left then turn it the other way
if sprite mirrored(1)=1 then mirror sprite 1
rem Moving, so provide animation later
moving=1
rem If the tile that the player is about to move to is
rem empty, then move the player
if level(int((x+2)/32),int(y/32)+1)=0 then x=x+2
rem If the player is moving off the screen to the right,
rem adjust the xoffset accordingly
if x-xoffset>500 and xoffset<958 then xoffset=xoffset+2
endif
if spacekey()=1 and jump=0
rem If the player is allowed to jump (on the ground) then
rem set the yvelocity to 15 upwards
jump=1
yvel=-15
endif
rem Gravity
yvel=yvel+g
rem If the tile that the player is about to move to is
rem empty, then move the player due to gravity
if level(int(x/32),int((y+yvel)/32)+1)=0
y=y+yvel
jump=1
else
rem Otherwise, set the vertical yvel to 0 and allow the
rem player to jump again
yvel=0
jump=0
endif
rem Tile offsets
tileoffset=int(xoffset/32)
backoffset=int((int(xoffset/6)/32))
rem Draw the background
for i=0 to 20
for j=0 to 15
paste image background(i+backoffset,j)+100,(i*32)-(xoffset/6)+(backoffset*32),j*32
next j
next i
rem Draw the foreground
for i=0 to 20
for j=0 to 15
paste image level(i+tileoffset,j)+100,(i*32)-xoffset+(tileoffset*32),j*32,1
next j
next i
rem If the player is moving, animate the sprite by changing
rem the image number in a cycle, with a delay of 5 cycles per frame
if moving>0
a=a+1
if a=5
a=1
frame=frame+1
if frame=5 then frame=1
endif
endif
rem Position and offset the sprite
sprite 1,x-xoffset,y,frame
offset sprite 1,16,0
rem End of the loop
sync
loop
You dont Have the Pictures so it wont run i was thinking to make the pictures bigger and stuff i would change this??
get image i+1,i*32,0,(i+1)*32,32
To maybe this
get image i+1,i*32,0,(i+1)*64,64
But that doesnt work and i dont no how to make it only play certain frames at a time i could use more than 1 picture but i dont no how to do that

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