[Wow! Look at how on-time that example animation was, even on first play through! ;) ] The code inside this project is open source; it can be used by anyone to reduce lag in your own projects and to make animation code simpler. (If you do use this code, please credit me in the project [and also i'd love to check out your animation if you're using this! :D]) How to use: Using this code means adding one homemade block into your project. So long as you include this block's definition without tampering with it (as well as updating the sprite's "total frame" variable count) you should be able to use the singular block to do practically all of your animation. Note: This block uses Frames Per Second instead of Frametime I suggest seeing inside for the instructions in the code's comments. Explanation of how this works: This code functionally eradicates lag by using timer capabilities instead of catering to costume lag. it also never uses "reset timer", in the off chance you're making this for a map or other project where a consistant timer is important. To my knowledge, the reason lag happens for animations is that costumes take a non-zero amount of time to load, especially when it's loaded by a user for the first time, which is why some animators say "watch twice" in the instructions (the first time through, each time "next costume" is called, it takes just a fraction of a second longer because it's loading the costumes; the second watch it produces less lag.) However, if you base your frame transversal off of the built-in timer system, (which is significantly less laggy), you can basically sidestep this lag, at the cost of occasionally skipping a frame or two. The code I've written here navigates through the costumes based on what time the timer is at, and if a costume is taking too long to load, the system will just skip the next costume to make up for the lost time. It should always stay on beat. Note, the code is based on FPS instead of Frametime. So, instead of telling it how much time to wait between each frame, you tell it the rate at which frames should be shown in one second (as this is the animation industry standard). The higher the framerate, the faster the animation. Thanks to Chipm0nk's animation code for direct inspiration. I've generalized it to be a block and made several adjustments to how the timer is used, how many frames to go for, etc.