XanthorIII, the code you show probably won't work.
The CreateSprite command takes one or two calling parameters. If you use only one, it is expecting an ID for an image (or zero, and then it creates a blank sprite) and returns an ID for the sprite created. In Tier 2, both of those are unsigned ints. If you pass two parameters (both of them UINTs), then it creates the sprite with the ID that you pass using the image ID (the second parameter).
The code you show has a variable that is a pointer to an unsigned int and it has a null value. That means it is not pointing at anything.
If you then executed the CreateSprite command as you show it, your app will crash because you are trying to de-reference a pointer that has not been assigned.
If we assume that the code you show is all of it, it definitely fails. If you had somewhere assigned a value to your spriteID variable, you might then get a sprite that is blank (unless Car is another variable containing a valid image id from an LoadImage command).
But, assuming you are using the standard CreateSprite command and store the return value in a plain old unsigned int variable (and Car is an unsigned int with either zero or a valid image ID), then you would get a sprite. And you would not have to manage drawing it.
Using the vanilla CreateSprite command adds that sprite to the set that is somewhat automatically handled (at least for drawing and physics and such).
What are your trying to do?
Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master