Skip to content

Errors when changing number of frames #7

@Vine2D

Description

@Vine2D

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

Metadata

Metadata

Assignees

No one assigned

    Labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions