another way to load images is to load a bitmap then use the 'get image' command. the difference between that and load image is that you can load only a small part of a bitmap and also you can load lots of images from 1 bitmap. the downside is that you have to tell the program exactly which part of the bitmap you want.
rem load bitmap
load bitmap "x.bmp",1
rem load an image from the position x=10 y=10 to x=20 y=20 on the bitmap
get image 1,10,10,20,20
rem delete the bitmap to save memory
delete bitmap 1
rem paste the image on to the screen
paste image 1,100,100
rem wait for key press to end program
wait key
(ps. i usually delete each bitmap after i've got the images i need cos it saves on memory)
making and moving sprites is quite easy when you have your images loaded. you use the 'sprite' command.
rem load bitmap
load bitmap "x.bmp",1
rem load an image from the position x=10 y=10 to x=20 y=20 on the bitmap
get image 1,10,10,20,20
rem delete the bitmap to save memory
delete bitmap 1
rem create sprite on screen
sprite 1,100,100,1
rem wait for key press to end program
wait key
the first 1 after 'sprite' is the number you want the sprite to be.
the next number is the x position on the screen you want to put the sprite at and the next number is the y position. the last number is the image you want the sprite to look like.
to make the sprite move you just make the x and y positions variables and change them
rem load bitmap
load bitmap "x.bmp",1
rem load an image from the position x=10 y=10 to x=20 y=20 on the bitmap
get image 1,10,10,20,20
rem delete the bitmap to save memory
delete bitmap 1
rem set variables at start
x#=100
y#=100
rem start loop
do
rem change sprite position variables when you press the arrow keys
if upkey()=1 then y#=y#-1
if downkey()=1 then y#=y#+1
if rightkey()=1 then x#=x#+1
if leftkey()=1 then x#=x#-1
rem update sprite position on screen
sprite 1,x#,y#,1
rem end loop
loop
I hope this helped