What is a good way to create animated GUIs? (With frames, not tweens)

I’ve recently seen a lot of animated menu logos (specifically RELL Seas) and have attempted to make one myself but struggled to get exactly what I want.

There are two methods that I tried, spritesheets and individual frames, but spritesheets destroy the quality and the frames flicker (and much of the time don’t fully load before moving onto the next one)

(loading screen template was made by someone else)
Flipbook: arcane arena loading screen progress - Clipped with Medal.tv

Individual frames:flickering - Clipped with Medal.tv

this is the code for the individual frames

function DecalAnimator.Animate(Object, Frames, Duration, Repeating)

	if Repeating == nil then
		Repeating = 1
	end
	
	local FPS = Duration / #Frames
	for loop = 1, Repeating do
		local PreLoad = {}
		for i,v in Frames do
			PreLoad[i] = Object:Clone()
			PreLoad[i].Image = "rbxassetid://"..v
			PreLoad[i].Parent = Object.Parent
			PreLoad[i].Visible = false
		end
		ContentProvider:PreloadAsync(PreLoad)

		for i,v in PreLoad do
			PreLoad[i].Visible = true
			task.wait(FPS)
			if i == #PreLoad then
				PreLoad[i].Name = "LastFrame"
			else
				if loop == Repeating then
					PreLoad[i]:Destroy()
				else PreLoad[i].Visible = false
				end
			end
			
		end

	end
end

If anyone could teach a method that results in something like RELL Seas that would be great.

You can upload videos in roblox videos now as a 13+ verified creator if that helps

*edit added verified before creator

the documentation says “Alpha channels are not supported and will be ignored,” but I prefer the transparent background. also it costs 2000 robux which is annoying if i mess up somehow

Well, by the looks of it RELL Seas probably uses videos, and I can’t think of a way that produces quality like a video, or near the quality of a video other than more frames.

update on this: finally figured it out lmao (took 3 months because i ignored it until now)

apparently you can force an image to load by creating a image with size 0 with the same assetid (it has to be rendered within the screen boundaries)

and after that preload decides to work and actually renders the images :sob:

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