Quote: "CSL - I don't think you understood my (potential) answer.
Don't you still need to use an image number for the "create animated sprite" command?"
LOAD IMAGE is not necessary when you use CREATE ANIMATED SPRITE, well, at least that's how I learned to use it. And yes, you specify an image number with CREATE ANIMATED SPRITE, but can't specify the texture flag as with LOAD IMAGE.
Quote: "How are you loading the image without using "load image"?"
I found something interesting:
Run this code first (Media attached)
load image "morg.bmp",1
do
sprite 1,100,100,1
loop
Look at the image quality. Looks blurry because the texture flag is not set.
Now try this with the texture flag:
load image "morg.bmp",1,1
do
sprite 1,100,100,1
loop
Sprite looks better. Nothing new here, just to make sure you notice the differences before moving with the next example.
Now try this code:
create animated sprite 1,"morg.bmp",3,2,1
sprite 1,100,100,1
do
play sprite 1,1,6,750
loop
Looks like the CREATE ANIMATED SPRITE automatically sets the texture flag ON. Notice I did not use LOAD IMAGE on the last snippet. This is the way I learned to load sprites with multiple frames. I'm not sure why and how the texture flag works here. Using a LOAD IMAGE does not make a difference as shown next.
load image "morg.bmp",1
create animated sprite 1,"morg.bmp",3,2,1
sprite 1,100,100,1
do
play sprite 1,1,6,750
loop
Looks like the CREATE ANIMATED SPRITE acts as a LOAD IMAGE "morg.bmp",1,1. It makes sense, since you still have to define the sprite afterwards. The only question is why the CREATE ANIMATED SPRITE command sets the texture flag on by default. (I mean, that's what I'm observing)
CSL