Yeah but it's designed that way so we don't have to use a bunch of commands that we have to use to make animation manually... CREATE ANIMATED SPRITE makes it a lot easier. The following code snips do exactly the same thing with the attached image.
Manual Animation:
sync rate 0
sync on
hide mouse
` Load the sprite sheet
load bitmap "GrogMegaSprite.png",1
` Set the starting image number
CImage=100
` Grab the images
for x=0 to 460 step 51
get image CImage,x,y,x+50,y+52,1
inc CImage
next x
` Change to the main view screen
set current bitmap 0
` Set the starting image number and timer
CImage=100:tim=timer()
do
` Show the sprite
sprite 1,mousex(),mousey(),CImage
` Check if 100 milliseconds are up
if timer()>tim+100
` Change to the next frame
inc CImage
` Check if the last frame has been shown and reset to first frame
if CImage=110 then CImage=100
` Reset timer
tim=timer()
endif
sync
loop
CREATE ANIMATED SPRITE:
` Make sync rate as fast as the computer can handle it
sync rate 0
` Turn on syncing
sync on
` Hide the mouse
hide mouse
` Load the sprite sheet into an animated sprite (10 frames across, 1 down)
create animated sprite 1,"GrogMegaSprite.png",10,1,1
do
` Show the sprite
sprite 1,mousex(),mousey(),1
` Play the sprite (show frames 1 to 10 changing every 100 milliseconds)
play sprite 1,1,10,100
` Update the screen
sync
loop