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It's discussed in the section that starts at the bottom of Page 47. I'm not sure if I described it as well as I could, but I believe it all makes sense if you read the entire guide in context. That's my bad for not repeating some things at the beginning of sections.

Basically, the "gamebitmaps" folder will contain the Entering Next Level screen, Finished screen, HelpScreen, Menus 1 2 and 3, Sound screen, and the "IntroScreen." Every file must maintain the exact same file name at all times, otherwise RGM won't see it or recognize it. So as you design your own Menus and the IntroScreen, you need to make a copy of it with the same name as the files you want to replace, then overwrite those files in the "gamebitmaps" folder.

So in your case, you'd want to design an intro or title screen, export a copy of the finished image as "IntroScreen.bmp," then copy/paste that over the file in the gamebitmaps folder. Once you overwrite it, RGM should automatically display it when you start building your game level and testing the level out.

I'm not sure why the smaller "MenuMaker" program doesn't include the Title screen as one of the things you can import and adjust, but it excludes it for some reason. So it has to be swapped out manually.

I found the error: if you don't run RGM in administrator mode the bitmaps won't be imported. Thanks for the help anyway, I'm now doubling my efforts to finish my game!

Yes. I emphasize at the beginning of the guide that running in Administrator is vital to making sure everything works. Several glitches can occur if you don't do that.

Glad you were able to figure it out.

I have another question: is it possible to give different weapons or treasures a different sound? In the first level my hero, a secret agent, picks up a "weapon" in the shape of a phone and then I use the pickup sound to play a recording to explain to him his next mission by someone in the headquarters. Can I use another sound in the next level in the same way?

So if you implement the process near the end of the guide, then that can sort of work.
Basically, if you build a single game with multiple levels, then you are only limited the sound slots that are available. Meaning all treasures will use the same sound, and all ammo will use the same sound.

But, if you implement the trick where you make multiple separate, 1-level games, and name them in a way so the .exe file will read each game as a level, then you can change the sprite textures, enemies, music, and sound effects between each level.

It's a bit more difficult to use this trick, but it does work and can help create a more cohesive and varied experience.

Thanks again for the help! I have one last question: is it possible to make an animated object somehow? I bought "Spaceguy Red Space" and I encoutnered a couple of animated talking characters so it should be possible, I just don't know how.

Unfortunately no. The developer of RGM never implemented idle animations on sprite objects.
You can have 4-frame animated wall textures. And you can make enemies stationary so that you can create projectile turrets or things like that. The problem is that stationary enemies use a 0 in the speed parameter, so that means they aren't moving, and so they won't actually play their walking animation while at rest.

Sprites can be destructable, so they will play 5 frames of a death or destruction animation. But unlike the wall textures, sprites don't have an option for a 4-frame idle animation.

I just discovered how he did it: the maker somehow managed to turn non-moving "enemies" in animated NPC characters. Unfortunately he is no longer active in game development. The only issue I now have is white borders at the edges of my sprites but that's a matter of trial and error I guess, thanks again.