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Errors when changing number of frames #7

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Vine2D opened this issue Jul 21, 2023 · 1 comment
Open

Errors when changing number of frames #7

Vine2D opened this issue Jul 21, 2023 · 1 comment
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@Vine2D
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Vine2D commented Jul 21, 2023

Syncing an already-synced .ASE after adding a new frame corrupts the sprites in GM:
To reproduce:

  1. open GM
  2. open shark_chomp in GM
  3. sync shark_chomp.aseprite
  4. add at least one frame to shark_chomp.aseprite and save
  5. close and re-open the shark_chomp sprite in GM for the new frame to display correctly
  6. 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

@YellowAfterlife
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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

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