Quote: "Load image "jesusleft1.bmp",1
load image "jesusright1.bmp",2
get image 2,0,0,45,45
get image 1,0,0,45,65 "
You have already loaded images 1 and 2 so using GET IMAGE will overwrite them. Once you have loaded an image it exists in the program, you don't have to do anything else with it
Quote: "sprite 1,x,y,1
sprite 2,x,y,2
show sprite 1
hide sprite 2"
This looks like you are planning to hide sprite 1 and show sprite 2 when jesus moves. There is actually a much simpler way of showing animation.
A sprite is a 2D object, it can be assigned any image. Sprites are like shape-shifters, they take on the form of whatever image you assign to them.
jesus_image=1
sprite 1,x,y,jesus_image
Using a variable to assign the image means that it can be changed within the program. To begin with the jesus sprite will appear as "jesusleft1.bmp", but we could change the image variable to 2 when we press the rightkey(), and so jesus would now be facing right.
jesus_image=1
sync on
DO
if leftkey()=1 then jesus_image=1
if rightkey()=1 then jesus_image=2
sprite 1,x,y,jesus_image
sync
LOOP
If your Jesus is symmetrical you could use one image and mirror it so that he is facing the other direction.
jesus_image=1
sync on
DO
if leftkey()=1 and sprite mirrored()=1 then mirror sprite 1
if rightkey()=1 and sprite mirrored()=0 then mirror sprite 1
sprite 1,x,y,jesus_image
sync
LOOP
This halves the amount of images you need

We would still use the jesus_image variable for when we want to animate Jesus.
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