Here is also my code and the test sprite sheet
Rem Project: 2D project
Rem Created: Sunday, October 06, 2013
Rem ***** Main Source File *****
#constant bg 6
#constant platform 2
#constant BGscore 3
Rem *********PLAYER********
#constant _TRUE = 1
#constant _FALSE = 0
#constant _JUMPSPEED 4
#constant _JUMPPOWER 15
x# = 50
y# = 416
speed# = 4
health=100
Rem *********PLAYER_ENEMY********
#constant _TRUE2 = 1
#constant _FALSE2 = 0
#constant _JUMPSPEED2 4
#constant _JUMPPOWER2 15
#constant enemy 7
E# = 50*17
Y2# = 416
speed2# = 4
Health2=100
Rem *********DISPLAY*********
autocam off
backdrop on
color backdrop 0
sync
sync rate 60
sync on
SET DISPLAY MODE 1024, 512, 32
Rem *********LOAD_IMAGE**********
Load image "sprites\TRYMS\background.png", bg
Load image "sprites\TRYMS\platform.png", platform
Load image "sprites\TRYMS\SCORE.png", BGscore
Rem *********PLAYER_SPRITE**********
create animated sprite 1, "sprites\TRYMS\sprite2.png", 1,1,1
sprite 1, 32, 416, 1
show sprite 1
Rem *********ENEMY_SPRITE***********
create animated sprite 7, "sprites\TRYMS\sprite2.png", 1,1,7
sprite 7, 32*30, 416, 7
mirror sprite 7
show sprite 7
Rem *********RANDOMBOX_SPRITE***********
create animated sprite 10, "sprites\TRYMS\Randombox.png",1,1,10
sprite 10,32*8, 448,10
show sprite 10
Rem **********COIN_SPRITE***********
create animated sprite 8, "sprites\TRYMS\coin.png",1,1,8
sprite 8,32*4, 448,8
show sprite 8
create animated sprite 9, "sprites\TRYMS\coin.png",1,1,9
sprite 9,32*5, 448,9
show sprite 9
create animated sprite 100,"sprites\TRYMS\test.bmp",14,1,100
Rem ********PASTE_IMAGE*********
do
Paste image bg,0,0
Paste image 2,0,480,1
Paste image 2,32,480,1
Paste image 2,32*2,480,1
Paste image 2,32*3,480,1
Paste image 2,32*4,480,1
Paste image 2,32*5,480,1
Paste image 2,32*6,480,1
Paste image 2,32*7,480,1
Paste image 2,32*8,480,1
Paste image 2,32*9,480,1
Paste image 2,32*10,480,1
Paste image 2,32*11,480,1
Paste image 2,32*12,480,1
Paste image 2,32*13,480,1
Paste image 2,32*14,480,1
Paste image 2,32*15,480,1
Paste image 2,32*16,480,1
Paste image 2,32*17,480,1
Paste image 2,32*18,480,1
Paste image 2,32*19,480,1
Paste image 2,32*20,480,1
Paste image 2,32*21,480,1
Paste image 2,32*22,480,1
Paste image 2,32*23,480,1
Paste image 2,32*24,480,1
Paste image 2,32*25,480,1
Paste image 2,32*26,480,1
Paste image 2,32*27,480,1
Paste image 2,32*28,480,1
Paste image 2,32*29,480,1
Paste image 2,32*30,480,1
Paste image 2,32*31,480,1
Paste image 2,32*32,480,1
Paste image 3,3,20,1
Paste image 3,920,20,1
Rem ***********PLAYER_ANIMATION**********
if rightkey()=1 then play sprite 100,1,14,100
sprite 100,32*7,200,100
Rem *******RANDOMBOX_COLLISION*********
if sprite collision(1,10)then scale sprite 1,400
if sprite collision(1,10)then y#=225
if sprite collision(1,10)then text 380,47, "BADASS MODE"
Rem ********SCORE********
ink rgb(255,0,0),rgb(0,0,0)
Set text font "arial"
set text size 50
text 958,47,str$(score2)
ink rgb(255,0,0),rgb(0,0,0)
Set text font "arial"
set text size 50
text 40,47,str$(score)
if sprite hit(1,8)=1 then inc score, 1
if sprite hit(7,8)=1 then inc score, 1
if sprite collision(1,8)then sprite 8,600,600,8
if sprite collision(7,8)then sprite 8,600,600,8
if sprite hit(1,9)=1 then inc score, 1
if sprite hit(7,9)=1 then inc score2, 1
if sprite collision(1,9)then sprite 9,600,600,9
if sprite collision(7,9)then sprite 9,600,600,9
Rem *********COMBO***********
if spacekey()=1 then inc state,1
if spacekey()=1 then text 300,47,"SPACE"
if spacekey()=0 then state=0
if keystate(19)=1 then inc state,1
if keystate(19)=1 then text 460,47,"+ R"
if keystate(19)=0 then state=0
if keystate(20)=1 then inc state,1
if keystate(20)=1 then text 540,47,"+ T"
if keystate(20)=0 then state=0
if state>3 then sync rate 12
sync
Rem ********JUMP_ENEMY*********
E# = E# + (keystate(32)-keystate(30))*speed2#
sprite 7,E#,Y2#,7
if keystate(17) then _Jump2 = _TRUE2
if _Jump2 = _TRUE2
inc jump2#,_JUMPSPEED
Y2# = Y2#-_JUMPPOWER*cos(jump2#)
if jump2# = 180
Y2# = 416
jump2# = 0
_Jump2 = _FALSE2
ENDIF
ENDIF
Rem *********JUMP_PLAYER*********
x# = x# + (rightkey()-leftkey())*speed#
sprite 1,x#,y#,1
if upkey() then _Jump = _TRUE
if _Jump = _TRUE
inc jump#,_JUMPSPEED2
y# = y#-_JUMPPOWER2*cos(jump#)
if jump# = 180
y# = 416
jump# = 0
_Jump = _FALSE
ENDIF
ENDIF
Rem *********************
LOOP