lavbubl all i did was rename a gif to a png and it imported all the frames, the framerate is wonky tho so you have to edit the image with no difference so the framerate could be fixed I swear this didn't work before
Varrience lavbubl it might be specific and yea it didn't dragonfire need to have a full ass backend then parse it as an animation for any movement to occur well least we know there actually fixing stuff that shouldn't be broken in the first place
Varrience person yea actually that was a recent fix as well it fucked up my whole backend and wound up having to make it better don't know the height limit but it should be mostly limitless either that or i haven't hit it yet..... but anyways you can also crop gifs and store them on CDO if that's the case
DragonFireGames My backend automatically splices a gif into a spritesheet then uses code.org's built in animations to play it back. However, large gifs tend to get lost & a URL for the gif is needed.