you can load any size of sprite into A8

to usemy_sprite as a header and bmap and others as subs, you need to create a STRUCT.

Code:
typedef struct { 
  BMAP* bitmap; 
  int x_size;
  int y_size;
  int animation_frames; 
  char* filename;
} SPRITES;

SPRITES* my_sprite;

my_sprite.bitmap = bmap_create...
..etc...



all you need to do is calculate the animation frames with bmap_width/height and animation_frame count.

To show the Sprites, you´ve different solutions:

1.) Using a new created sprite as 3D Entity, and use it as target map for the Oldschool bitmap

2.) in a 2D game, you better use PANELS and the window functions to animate it ^^

Last edited by Espér; 02/26/12 12:26.

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