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.
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 Unfortunately he is no longer active in game development.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.