How do you get rid of that half-second of whiteness in the animation? If I can't and I am doing it wrong, what is the correct alternative? What ended up happening was it animated correctly for a few frames, then went white for half a second before repeating. What I did was I set it to its center tile, then make the event turn down, turn up twice, and loop. The closest I have gotten is importing the water tiles as a character sprite, starting it as an event, then making a custom movement route. It seems like something that should be covered, considering the fact that anyone who wants to make a custom water tile really needs to know this so they can do water effects, but I haven't truly found a from-the-ground-up tutorial yet.īasically, all I need to know is how to animate custom water tiles. I've been looking all over the place, but have not found one post that explains this concept. So.this may seem like a noobish question, but.
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