Not too experienced with tilesets myself, but I would guess it’s because the tiles that the game reads as “having animations” aren’t tied to the water tiles themselves, but rather the location or value of the tile in the set. As to say, the game is set to animate certain tiles based solely on the tile’s location, and not the type of tile in the location.
This is because you are using a strange tileset.
The placement of the tile images is completely different from vanilla.
Therefore, tile animations made for vanilla will not work.
This alignment is important.
This is because tile animation is achieved by overwriting some parts of this image.
In the case of the tileset in the field, the map animation is achieved by overwriting the data in the upper part of this image.
If the order of the images is changed, it will not work correctly, because the targeted position cannot be rewritten.
Just to help 7743, I also created a template for where the animated tiles are. If you import it as a 2nd layer on an image, you will be able to have a better view of your tileset and the image itself, since its using transparent background. (be sure of the tileset being in 256x256).
I think I understand…
but is there any way to make these 3 tilesets work? I’ve done a lot of work on them and there are blocks that I wouldn’t want to throw away