I would REALLY like to use more than two frames for walking, but I don't know how to make it do that..
Lines 131-165 of Begin Step of Character may be of interest to you
if(abs(hspeed)<0.2 /*and not moveStatus = 3*/) {
hspeed=0;
animationImage=0;
}
if(place_free(x,y+1)) {
vspeed += 0.6;
if(vspeed>10) {
vspeed=10;
}
animationImage = 1;
} else {
//moveStatus = 0;
if(place_free(x,y)) {
doublejumpUsed = 0;
}
}
if(speed>15) {
speed=15;
}
if intel {
if random(1)>0.90 && speed>2 {
var sheet;
sheet = instance_create(x,y-11+random(9),LooseSheet);
sheet.hspeed = hspeed;
}
if cloak==true {
cloak=false;
cloakAplha=1;
}
}
animationImage = (animationImage+abs(hspeed)/20) mod CHARACTER_ANIMATION_LEN;
Where animationImage = 0 would be the first frame in the walking animation and the standing sprite, animationImage = 1 would be the second frame in the walking animation and the jumping sprite.
CHARACTER_ANIMATION_LEN is a constant that should be modified in order to have more than 2 frames of animation.
Have fun.
EDIT: There is another constant somewhere referring to offsetting the animation due to carrying intel, the name escapes me at the moment.
EDIT2:
CHARACTER_ANIMATION_NORMAL: leave this one alone
CHARACTER_ANIMATION_INTEL: depends on how many frames of animation you want
CHARACTER_ANIMATION_LEN: the number of frames you want
CHARACTER_ANIMATION_DEAD: which frame is the corpse
What I would personally do is change the bits of code where it says animationImage = 0 and animationImage = 1 into animationImage = CHARACTER_ANIMATION_STANDING and animationImage = CHARACTER_ANIMATION_JUMPING, you could create a CHARACTER_ANIMATION_DOUBLE_JUMPING if you want, too.
This is so that your idle and jumping sprites are independent of the walk cycle. I think it would make the mod seem that much more realistic in that manner.