Overlays with a shorter animation period, or different frame delay rates, than the main flick() animation, did not use their proper delay rates or repeat if necessary for the duration of the flick.
BYOND Version:436
Operating System:Windows Vista Home Basic
Web Browser:
Applies to:Dream Seeker
Status: Resolved (482)

This issue has been resolved.
Descriptive Problem Summary:
Animated overlays don't repeat throughout the duration of a flick(); if they're shorter than the flicked animation is.

Duplicate the animated frames as many times as needed so that they're as long/longer than the flicked animation is.

EDIT: And more importantly! When you have a flick animation that has different frame delays; the overlay will match those frame delays, instead of retaining its own. The workaround applies in reverse here I guess.

EDIT 2: If overlays have a set icon_state, and/or if they don't have a matching flick state; shouldn't they remain unaffected by a flick()?

EDIT 3: It also seems that during a delayed frame, you cannot modify overlays at all. Even adding/removing them during an elongated frame will have no effect, things will simply remain frozen in the player's overlays.