The sprite system is very flexible.
	The size of the sprites can vary.
	The number of directions can vary.
	The number of animation frames can vary.
	The animation speed can vary.
	There are 2 different animation methods.
		Forward & Backward... and Repeating.

Direction is actually stored as a number.
But the system can also accept strings and make assumptions about which direction you mean.
"up" = 0
"right = 1
"down" = 2
"left" = 3
If you're not using 4-directional sprites, you'll want to specify the direction as a number.
(ie:  Ness from Earthbound uses 8 directions)


By default, the sprite system assumes you're using an RpgMaker 2000 character set, and uses the appropriate settings for that unless you specify otherwise.


When you set a sprite's location, its feet will be centered on that location.
It'll be horizontally centered,
and vertically offset from the bottom by 1/8 of the sprite's height.
(which is good for large sprites like the dragon in the example)