Here is some code to demonstrate the method. I've also included the graphic I used
(I presume you have the latest patch of DBP and Directx? I think animating sprites were broken somewhat in older versions...
)
sync on ; sync rate 70 ; set image colorkey 0,128,128
create animated sprite 1,"ship.bmp",3,1,1
sprite 1,100,100,2
set current bitmap 0
DO
play sprite 1,2,3,500
sync
LOOP
I think you already know this, but keep in mind that your animating sprite image should be stored as a single image, with each frame occupying an equal area of the image. This allows DB to 'slice' the image into seperate frames correctly
Hope this helps
PS: Feel free to use the image
Screw the rules...what can i blow up?