You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Syncing an already-synced .ASE after adding a new frame corrupts the sprites in GM:
To reproduce:
open GM
open shark_chomp in GM
sync shark_chomp.aseprite
add at least one frame to shark_chomp.aseprite and save
close and re-open the shark_chomp sprite in GM for the new frame to display correctly
observe corruption artifacts and/or sprites being wildly offset or sometimes a white rectangle with a red x in it
If you run the game the new frame tends to be invisible.
If you close and re-open GM the new frame will become invisible in the editor.
If you delete the new frame in Aseprite and sync, Asesync will throw an error: Invalid field access : FrameId because the GM sprite has more frames than the aseprite.
Additionally I've seen a funny bug where GM seemingly creates a frame that is... 10 frames long?? pic related
Not sure how to reproduce but I suspect it is also related to frame number changes
IDE v2023.6.0.89 Runtime v2023.6.0.137
The text was updated successfully, but these errors were encountered:
If you delete the new frame in Aseprite and sync, Asesync will throw an error: Invalid field access : FrameId because the GM sprite has more frames than the aseprite.
Fixed this one
As for the rest, apparently this is a GameMaker bug:
The file in the sprite directory is originally intact, but will be replaced by the corrupted version upon saving the project
Re-opening the GM project without saving it prior will display the frames just fine.
Not sure about the 10-frame frame - if you've changed frame duration in aseprite, this will be reflected in GM, and I can't think of a way that could go wrong
Syncing an already-synced .ASE after adding a new frame corrupts the sprites in GM:
To reproduce:
If you run the game the new frame tends to be invisible.
If you close and re-open GM the new frame will become invisible in the editor.
If you delete the new frame in Aseprite and sync, Asesync will throw an error:
Invalid field access : FrameId
because the GM sprite has more frames than the aseprite.Additionally I've seen a funny bug where GM seemingly creates a frame that is... 10 frames long?? pic related
Not sure how to reproduce but I suspect it is also related to frame number changes
IDE v2023.6.0.89 Runtime v2023.6.0.137
The text was updated successfully, but these errors were encountered: