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I finally managed to get my sprite animations working to my liking. The system is fairly robust, allowing you to insert and remove frames at any point in the buffer, and specify a unique string identifier that allows you to seek to any specific frame. You can also alter the speed of the animation by specifying a delay between each frame update, which is calculated based on the global timer.

The executable (in RAR format) can be found here.

It has become painfully clear to me, now that I'm having to load in multiple frames for each animation, that I need to implement some sort of asset management. That and collision detection are next on my list, so expect to see some updates in the next week or so.
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