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

    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

    Let's go I'm not sure how this is useful because you can't go above like 1000 pixels but ok

      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

      a month later

      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.

      All of my animations have just a damn blank frame so everything flashes

      L
      Last Chat :(
      See ya round, people.
      Aug 16, 2024
      T
      t43rew t34t3t45ret 45 e trsdyrt
      wt rtret
      Aug 14, 2024
      general
      Goodbye Gamelab Forum.
      Aug 12, 2024
      Not CDO chat
      yes
      Jul 25, 2024

      Chat

      Welcome to the Chat!

      Please select a channel or DM on the left.
      ;