In a test, I used the Blue Candle. The result: the flame did not animate. Checked th Enemy Editor, and it is set up as the default, so it must be a bug.
Blue Canldle flame doesn't animate
I've noticed that the flames in 1st.qst don't animate like they should, but NeoFirst's flames look fine. Perhaps the bug lies with the default tileset?
This bug still exists in the current build (119), although yes, it DOES only seem to affect the Classic tileset.
I think I've figured out what in specific is broken here. The flame for Link's candle seems to be the only thing in the classic tileset that uses the "H-flip" checkbox in Graphics -> Sprites -> Weapons/Misc. The reason this probably isn't a problem in other tilesets would be because they probably set up the candle's fire as an animation using multiple tiles, but the classic tileset tries to just rapidly flip one tile except that flip function is broken so it just doesn't animate.
Until that problem is fixed, people who want to use the classic tileset can just uncheck the "H-flip" box, set the animation frames to two, and then change the tile used to the one a few pages down that is used for the enemy fire. That will give the classic tileset animated fire again.
Everything on my end was done in the latest build(224).
I thought this was fixed.
* Flame weapon sprites (eg, from the candle) now animate correctly if old-style flipping animation is set instead of normal animation frames. ( DarkDragon, 2007-05-31 20:26:05 )
This is a dupe about the one we discussed the other day.
franpa says it's fixed.