There are a couple of "bugs" that I wanted to point out (the unit works perfectly with the exception of these two things
).
First bug:
I noticed in at least one of the attack directions that there are graphical glitches where portions of a frame remain throughout the next few frames. This isn't your fault though
- it's a bug with FLICster and it occurs when pixels are too close to the edge of the frame. It's easy to fix, though. Just export your .flc and erase the parts that shouldn't be there, and make sure you don't have any pixels less than three spaces from the border of any of the frames.
Note: See the southward attackB animation to see an example of this glitch. I don't know wether or not it happens with any other parts of the unit, but test it just to make sure.
Another bug (even easier to fix):
The run sound plays more than once for each time you move the unit (making it sound loud and out of timing with the animation). Technically, it plays each time the animation plays, and the animation is shorter than the amount of time it takes for the unit to move (hence, the animation plays again and the sound plays again, accordingly). Simple solution: Since the run animation has 5 frames, just export the .flc with 10 frames and copy/paste the whole entire first half into the second half. That gives it enough frames to ensure that the animation (and the sound, accordingly) only plays once. This way, you don't need to lower the frame rate (if you did that, it would be bad quality).
P.S. If you're confused and/or want me to fix it for you, I will. But I won't do anything to the unit without your permission.