This should do it:
Frames in the LoadAnimImage command start from 0 and go up to how many frames there actually is. So if there are 5 frames it goes from 0 to 5. DrawImage command on the other hand starts counting from 0 so 0 is a frame. So for 5 frames it would actually be 0 to 4.
Hope that helps :)
Global x:int = 0 Global myanimation:TImage = LoadAnimImage("Ko1.png",32,32,0,5) Repeat Cls DrawImage myanimation,50,50,x x:+1 if x > 4 then x = 0 Flip Flushmem UntilKeyHit(KEY_ESCAPE)
Frames in the LoadAnimImage command start from 0 and go up to how many frames there actually is. So if there are 5 frames it goes from 0 to 5. DrawImage command on the other hand starts counting from 0 so 0 is a frame. So for 5 frames it would actually be 0 to 4.
Hope that helps :)