Spine 2D : slow compiler / limited?

saga55555

Member
Hi, I'm creating a game with CG animations. At first I use frame by frame with high resolution but I noticed files size and sprite add problem. So I decide to use Spine but I have a hugh problem.

I created idle animation for test in GMS and everything work fine. But after I finished my CG animations ( a 2048x2048 spritesheet with 30 animations). When I start debug mode and connecting target appear, it's load forever. I try to wait for 30 minutes and nothing happen. I change json file to have only 4 animations and GMS took 10 minutes to run.

So I want to ask. How to make GMS load spine files faster? I planned to make lot of CG animations but now I can't even load 1 of them. This make me curious, how project with fully spine animation created?
When I import json file in GMS. "Unhandled spine attachment" show in compile log. Is it something normally happen?

Thank you :D
 
Last edited:

rIKmAN

Member
Do you mean you have 30 1024x1024 spritesheets, or 30 animations on one 1024x1024 texture atlas?
What version of Spine are you using?
What version of GMS are you using?

There are a few weird GMS specific rules you have to abide by to get Spine sprites working properly in GMS:

1) Make sure every bone, in every animation has R/T/S keys at the start and end frame of every animation.
2) Make sure all animations have at least 2 frames.
3) Spine sprites can only have 1 texture page, so adjust the texture page size and make sure everything fits on 1 page.
4) Probably some other that I have forgotten right now.
 

saga55555

Member
Do you mean you have 30 1024x1024 spritesheets, or 30 animations on one 1024x1024 texture atlas?
What version of Spine are you using?
What version of GMS are you using?

There are a few weird GMS specific rules you have to abide by to get Spine sprites working properly in GMS:

1) Make sure every bone, in every animation has R/T/S keys at the start and end frame of every animation.
2) Make sure all animations have at least 2 frames.
3) Spine sprites can only have 1 texture page, so adjust the texture page size and make sure everything fits on 1 page.
4) Probably some other that I have forgotten right now.
Thank you for your reply
Oh! my mistake. It one 2048x2048 spritesheet with 30 animations.

GMS - 1.4.1763
Spine - 2.1.27

All bones locked at start and end. No 1 frame animation. All empty slots deleted.

Here my compile log. It's freeze at "Process Chunk: SPRT 30078760"
Compile started: 9:11:41 AM
"C:\Users\MenZ\AppData\Roaming\GameMaker-Studio\GMAssetCompiler.exe" /c /m=win /debug /config="Default" /tgt=64 /obob=True /obpp=False /obru=True /obes=False /i=3 /j=4 /cvm /tp=2048 /mv=1 /iv=0 /rv=0 /bv=1763 /gn="AG - Tia" /td="C:\Users\MenZ\AppData\Local\Temp" /cd="C:\Users\MenZ\Documents\GameMaker\Cache" /sh=True /dbgp="6502" /hip="192.168.1.35" /hprt="51268" /o="C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380" "D:\MenZ\Alchemist Girl - Tia\AG-Tia_Studio\AG - Tia.gmx\AG - Tia.project.gmx"

Reading project file....finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Final Compile...finished.
Saving IFF file... C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win
Writing Chunk... GEN8
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
Converting bgm_funny to Ogg with quality 3, mono @ 44100Hz
Converting bgm_atelier_scene to Ogg with quality 3, mono @ 44100Hz
Converting bgm_menu to Ogg with quality 3, mono @ 44100Hz
Converting bgm_springcity to Ogg with quality 3, mono @ 44100Hz
Converting bgm_curious to Ogg with quality 3, mono @ 44100Hz
Converting bgm_kidding to Ogg with quality 3, mono @ 44100Hz
Converting bgm_gag to Ogg with quality 3, mono @ 44100Hz
Converting bgm_p01 to Ogg with quality 3, mono @ 44100Hz
Converting bgm_plain to Ogg with quality 3, mono @ 44100Hz
Converting bgm_miniboss to Ogg with quality 3, mono @ 44100Hz
Converting bgm_scene01 to Ogg with quality 3, mono @ 44100Hz
Converting bgm_fractal to Ogg with quality 3, mono @ 44100Hz
Converting bgm_worldmap to Ogg with quality 3, mono @ 44100Hz
Converting bgm_battle to Ogg with quality 3, mono @ 44100Hz
Converting sf_button01 to Wav 16bit mono @ 44100Hz
Converting sf_none to Wav 16bit mono @ 44100Hz
Converting sf_select01 to Wav 16bit mono @ 44100Hz
Converting sf_button04 to Wav 16bit mono @ 44100Hz
Converting sf_bookpage to Wav 16bit mono @ 44100Hz
Converting sf_error02 to Wav 16bit mono @ 44100Hz
Converting sf_jingle_gag to Wav 16bit mono @ 44100Hz
Converting sf_jingle02 to Wav 16bit mono @ 44100Hz
Converting sf_fairydust to Wav 16bit mono @ 44100Hz
Converting sf_cartoon_fall to Wav 16bit mono @ 44100Hz
Converting sf_footstep_run to Wav 16bit mono @ 44100Hz
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Converting sf_emogi_confuse to Wav 16bit mono @ 44100Hz
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Converting sf_slime02 to Wav 16bit mono @ 44100Hz
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Converting sf_slime06 to Wav 16bit mono @ 44100Hz
Converting sf_gslime_growl to Wav 16bit mono @ 44100Hz
Converting sf_dogbite01 to Wav 16bit mono @ 44100Hz
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Converting sf_woop01 to Wav 16bit mono @ 44100Hz
Converting sf_transform01 to Wav 16bit mono @ 44100Hz
Converting sf_block01 to Wav 16bit mono @ 44100Hz
Converting sf_jump to Wav 16bit mono @ 44100Hz
Converting sf_torn to Wav 16bit mono @ 44100Hz
Converting sf_evade03 to Wav 16bit mono @ 44100Hz
Converting sf_reflex to Wav 16bit mono @ 44100Hz
Converting sf_h_mana to Wav 16bit mono @ 44100Hz
Converting sf_evade02 to Wav 16bit mono @ 44100Hz
Converting sf_itemget to Wav 16bit mono @ 44100Hz
Converting sf_crash03 to Wav 16bit mono @ 44100Hz
Converting sf_crash02 to Wav 16bit mono @ 44100Hz
Converting sf_scratch to Wav 16bit mono @ 44100Hz
Converting sf_woom to Wav 16bit mono @ 44100Hz
Converting sf_hit04 to Wav 16bit mono @ 44100Hz
Converting sf_hit03 to Wav 16bit mono @ 44100Hz
Converting sf_button03 to Wav 16bit mono @ 44100Hz
Converting sf_button02 to Wav 16bit mono @ 44100Hz
Converting sf_metalhit01 to Wav 16bit mono @ 44100Hz
Converting sf_bite01 to Wav 16bit mono @ 44100Hz
Converting sf_select02 to Wav 16bit mono @ 44100Hz
Converting sf_error01 to Wav 16bit mono @ 44100Hz
Converting sf_swing02 to Wav 16bit mono @ 44100Hz
Converting sf_blunt02 to Wav 16bit mono @ 44100Hz
Converting sf_jingle01 to Wav 16bit mono @ 44100Hz
Converting sf_bookclose to Wav 16bit mono @ 44100Hz
Converting sf_swing01 to Wav 16bit mono @ 44100Hz
Converting sf_dip to Wav 16bit mono @ 44100Hz
Converting sf_swing05 to Wav 16bit mono @ 44100Hz
Converting sf_rapier1 to Wav 16bit mono @ 44100Hz
Converting sf_tiptoe to Wav 16bit mono @ 44100Hz
Converting sf_door_open to Wav 16bit mono @ 44100Hz
Converting sf_sword02 to Wav 16bit mono @ 44100Hz
Converting sf_stabhit01 to Wav 16bit mono @ 44100Hz
Converting sf_door_close to Wav 16bit mono @ 44100Hz
Converting sf_slash02 to Wav 16bit mono @ 44100Hz
Converting sf_swing_h01 to Wav 16bit mono @ 44100Hz
Converting sf_emo_shock to Wav 16bit mono @ 44100Hz
Converting sf_emogi_alarm to Wav 16bit mono @ 44100Hz
Converting sf_punch01 to Wav 16bit mono @ 44100Hz
Converting sf_emogi_nervous to Wav 16bit mono @ 44100Hz
Converting sf_fire01 to Wav 16bit mono @ 44100Hz
Converting sf_emogi_happy to Wav 16bit mono @ 44100Hz
Converting sf_slime01 to Wav 16bit mono @ 44100Hz
Converting sf_bullet_shotgun to Wav 16bit mono @ 44100Hz
Converting sf_beebuzz to Wav 16bit mono @ 44100Hz
Converting sf_bomb1 to Wav 16bit mono @ 44100Hz
Converting sf_slime05 to Wav 16bit mono @ 44100Hz
Converting sf_bullet_sniper_pass to Wav 16bit mono @ 44100Hz
Converting sf_slime04 to Wav 16bit mono @ 44100Hz
Converting sf_ice00 to Wav 16bit mono @ 44100Hz
Converting sf_h03 to Wav 16bit mono @ 44100Hz
Converting sf_spark01 to Wav 16bit mono @ 44100Hz
Converting sf_slime_splash to Wav 16bit mono @ 44100Hz
Converting sf_gslime_dead to Wav 16bit mono @ 44100Hz
Converting sf_vore01 to Wav 16bit mono @ 44100Hz
Converting sf_doggrowl01 to Wav 16bit mono @ 44100Hz
Converting sf_heal to Wav 16bit mono @ 44100Hz
Converting sf_h02 to Wav 16bit mono @ 44100Hz
Converting sf_ba_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_atkup01 to Wav 16bit mono @ 44100Hz
Converting sf_ground to Wav 16bit mono @ 44100Hz
Converting sf_cum02 to Wav 16bit mono @ 44100Hz
Converting sf_ba_hh02 to Wav 16bit mono @ 44100Hz
Converting sf_break01 to Wav 16bit mono @ 44100Hz
Converting sf_skilluse to Wav 16bit mono @ 44100Hz
Converting sf_ba_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_ba_hs02 to Wav 16bit mono @ 44100Hz
Converting sf_ba_hh01 to Wav 16bit mono @ 44100Hz
Converting sf_evade01 to Wav 16bit mono @ 44100Hz
Converting sf_grab to Wav 16bit mono @ 44100Hz
Converting sf_sonia_giggle02 to Wav 16bit mono @ 44100Hz
Converting sf_dash to Wav 16bit mono @ 44100Hz
Converting sf_sonia_taemae to Wav 16bit mono @ 44100Hz
Converting sf_glassbreak to Wav 16bit mono @ 44100Hz
Converting sf_ba_hs01 to Wav 16bit mono @ 44100Hz
Converting sf_counter to Wav 16bit mono @ 44100Hz
Converting sf_sonia_atk04 to Wav 16bit mono @ 44100Hz
Converting sf_crash01 to Wav 16bit mono @ 44100Hz
Converting sf_crash04 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_giggle01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_shake01 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_defeat01 to Wav 16bit mono @ 44100Hz
Converting sf_hit01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hh03 to Wav 16bit mono @ 44100Hz
Converting sf_hit02 to Wav 16bit mono @ 44100Hz
Converting sf_blunt_dmg01 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_atk03 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hs03 to Wav 16bit mono @ 44100Hz
Converting sf_blood01 to Wav 16bit mono @ 44100Hz
Converting sf_boing01 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_axe01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hh02 to Wav 16bit mono @ 44100Hz
Converting sf_swing04 to Wav 16bit mono @ 44100Hz
Converting sf_swing03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hh02 to Wav 16bit mono @ 44100Hz
Converting sf_sword01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hs02 to Wav 16bit mono @ 44100Hz
Converting sf_blunt03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hs03 to Wav 16bit mono @ 44100Hz
Converting sf_slash01 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_rapier2 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_beeshot to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hh01 to Wav 16bit mono @ 44100Hz
Converting sf_sword_sheath to Wav 16bit mono @ 44100Hz
Converting sf_cow_hs02 to Wav 16bit mono @ 44100Hz
Converting sf_swing_h03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hs02 to Wav 16bit mono @ 44100Hz
Converting sf_swing_h02 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hh03 to Wav 16bit mono @ 44100Hz
Converting sf_bullet_sniper to Wav 16bit mono @ 44100Hz
Converting sf_cow_atk02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_atk02 to Wav 16bit mono @ 44100Hz
Converting sf_fire02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_air04 to Wav 16bit mono @ 44100Hz
Converting sf_thunder02 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hs01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_stinger to Wav 16bit mono @ 44100Hz
Converting sf_thunder01 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hh02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_throw01 to Wav 16bit mono @ 44100Hz
Converting sf_h01 to Wav 16bit mono @ 44100Hz
Converting sf_ice01 to Wav 16bit mono @ 44100Hz
Converting sf_cum01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt05 to Wav 16bit mono @ 44100Hz
Converting sf_ba_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_air03 to Wav 16bit mono @ 44100Hz
Converting sf_h04 to Wav 16bit mono @ 44100Hz
Converting sf_male_dead01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_homerun02 to Wav 16bit mono @ 44100Hz
Converting sf_ba_giggle01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_ba_defeat01 to Wav 16bit mono @ 44100Hz
Converting sf_ba_hh04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knock05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_stunshot to Wav 16bit mono @ 44100Hz
Converting sf_ba_hh03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_break to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss02 to Wav 16bit mono @ 44100Hz
Converting sf_ba_climax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt04 to Wav 16bit mono @ 44100Hz
Converting sf_ba_hs03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss07 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_hurt01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knockback02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knock04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf08 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_atk02 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss01 to Wav 16bit mono @ 44100Hz
Converting sf_sonia_atk05 to Wav 16bit mono @ 44100Hz
Converting sf_bee_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs08 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss06 to Wav 16bit mono @ 44100Hz
Converting sf_bee_defeat01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hh01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf03 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hh04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf08 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf07 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hs01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_hs04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_climax04 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_bee_climax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs07 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bf04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hh03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_defeat01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs03 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_climax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf07 to Wav 16bit mono @ 44100Hz
Converting sf_bunny_hs01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs07 to Wav 16bit mono @ 44100Hz
Converting sf_cow_knock01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_pas03 to Wav 16bit mono @ 44100Hz
Converting sf_cow_atk01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_climax03 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hs03 to Wav 16bit mono @ 44100Hz
Converting sf_cow_defeat01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bf03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ecchi01 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hh04 to Wav 16bit mono @ 44100Hz
Converting sf_cow_hh01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hs01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_atk03 to Wav 16bit mono @ 44100Hz
Converting sf_cow_climax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hss01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_upper to Wav 16bit mono @ 44100Hz
Converting sf_tia_atk04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_pas02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hm02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_windmill to Wav 16bit mono @ 44100Hz
Converting sf_tia_homerun01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hi02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_throw02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_charge to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bye01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_throw03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hs04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hm01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hurt03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knock02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_knockback01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_locked to Wav 16bit mono @ 44100Hz
Converting sf_tia_knock03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_angry to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_ss04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_sf06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rs06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_rf06 to Wav 16bit mono @ 44100Hz
Converting sf_tia_climax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_climax02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bf01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bf02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bf05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bs05 to Wav 16bit mono @ 44100Hz
Converting sf_tia_bclimax01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_pas01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_pas04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hi01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_fight01 to Wav 16bit mono @ 44100Hz
Converting sf_tia_fight02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hs02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hs03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hss02 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hss03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hm03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hm04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf03 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hf04 to Wav 16bit mono @ 44100Hz
Converting sf_tia_hclimax01 to Wav 16bit mono @ 44100Hz
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_menu.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_atelier_scene.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_springcity.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_funny.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_kidding.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_gag.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_curious.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_p01.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_miniboss.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_scene01.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_fractal.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_plain.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_battle.ogg...
*writing audio file C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\bgm_worldmap.ogg...
Writing Chunk... AGRP
Writing Chunk... SPRT
Writing Chunk... BGND
Writing Chunk... PATH
Writing Chunk... SCPT
Writing Chunk... GLOB
Writing Chunk... SHDR
Writing Chunk... FONT
Writing Chunk... TMLN
Writing Chunk... OBJT
Writing Chunk... ROOM
Writing Chunk... DAFL
Writing Chunk... TPAGE
Writing Chunk... CODE
Writing Chunk... VARI
Writing Chunk... FUNC
Writing Chunk... STRG
Writing Chunk... TXTR
0 Compressing texture... writing texture texture_0.png...
1 Compressing texture... writing texture texture_1.png...
2 Compressing texture... writing texture texture_2.png...
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Writing Chunk... AUDO
Writing Chunk... SCPT
Writing Chunk... DBGI
Writing Chunk... INST
Writing Chunk... LOCL
Writing Chunk... STRG
Writing Chunk... AUDO
Writing Chunk... AUDO
Stats : GMA : Elapsed=274281.688
Stats : GMA : sp=778,au=301,bk=95,pt=0,sc=142,sh=4,fo=12,tl=0,ob=393,ro=55,da=9,ex=2,ma=261,fm=0x5DFE2BF4
Asset Compile finished: 9:19:55 AM
-----------------------------------------------------------
executing C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win
-----------------------------------------------------------
C:\Users\MenZ\AppData\Roaming\GameMaker-Studio\GMDebug\GMDebug.exe -d="C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.yydebug" -t="127.0.0.1" -u="C:\Users\MenZ\Documents\GameMaker\Cache\AG - Tia\AG - Tia.MenZ.xml" -p="D:\MenZ\Alchemist Girl - Tia\AG-Tia_Studio\AG - Tia.gmx\AG - Tia.project.gmx" -c="Default" -tp=6502
"C:\Users\MenZ\AppData\Roaming\GameMaker-Studio\Runner.exe" -game "C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win"


***************************************
* YoYo Games Runner v1.0(999)[r32908] *
***************************************
RunnerLoadGame: C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win
#########################################################################
####!!!!$$$$$$ pwd - C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\
#########################################################################
RunnerLoadGame() - C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win
Checking if INIFile C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380/options.ini Exists
C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380/options.ini file contents: [Windows] CreateTexturesOnDemand=0 AlternateSyncMethod=1 VertexBufferMethod=1 SleepMargin=0
Process Chunk: SCPT 12604
Process Chunk: DBGI 559812
Process Chunk: INST 540
Process Chunk: LOCL 37520
Process Chunk: STRG 1359563
Reading File C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win
Loaded File C:\Users\MenZ\AppData\Local\Temp\gm_ttt_82612\gm_ttt_64380\AG - Tia.win(358591254)
IFF wad found
Get Resolution
Get Header Information
InitGMLFunctions
HighScore..SavePrePend = C:\Users\MenZ\AppData\Local\AG___Tia\
Game..Math..Graphic..Action..File..Resource..Interaction..3D..Particle..Misc..DS..Sound..Physics..Gamepad..Buffers..Networking..Shaders..InitPushFunctions...YoYo..Fini
Code_Load()
VARI_Load()
got 135 global variables
got 394 instance variables
got 34 local variables
ID_STRG
Create Window
AdjustWindowRectEx
RegisterClassEx
CreateWindowEx
GAMEPAD: 40 axis values (last) at 0x18846848
GAMEPAD: 40 axis values (last) at 0x18847020
GAMEPAD: 40 axis values (last) at 0x188477f8
GAMEPAD: 40 axis values (last) at 0x27a6fd0
GAMEPAD: 40 axis values (last) at 0x27a77a8
GAMEPAD: 40 axis values (last) at 0x27a7f80
GAMEPAD: 40 axis values (last) at 0x27a8758
GAMEPAD: 40 axis values (last) at 0x27a8f30
GAMEPAD: 4 axis values (last) at 0x24aea80
GAMEPAD: 4 axis values (last) at 0x24aea60
GAMEPAD: 4 axis values (last) at 0x24aea40
GAMEPAD: 4 axis values (last) at 0x24aea20
Init Graphics
GR_D3D_Init()
Enable DwmEnableMMCSS
Create D3D9Ex interface
Enumerate Adapters
Selected Resolution: 1280x720
Prepare to create device
Creating D3D device - ARGB=32bit, D24S8, SwapEffect=Copy, Hardware vertex processing
Creating screen render target
Get Device Caps
Graphics initialisation end...
Background_InitTextures()
Sprite_InitTextures()
Font_InitTextures()
IO Init
Process Messages
Splash!
Start Frame
Part Create Textures
Debug Init Remote Interface
VM Init
Start debug server
Creating Debugger server port:6502
Create Score Form
Create Load Form
Create Error Form
Do The Work
LoadGameData()
initialise everything!
Process Chunk: GEN8 352
Process Chunk: OPTN 64
Process Chunk: LANG 12
Process Chunk: EXTN 64
Process Chunk: SOND 12044
Audio_Load()
Process Chunk: AGRP 36
AudioGroup_Load()
Process Chunk: SPRT 30078760

Edit : I try to import project to GMS2 and my spine animation work with fast compile. But I'm still not sure to continue project with GMS2.
 
Last edited:

rIKmAN

Member
You aren't telling us something here.

You have a load of .wav files which will slow down compilation, and if you only have 1 x 2048x2048 texture why are 130 textures listed in the output?
 

saga55555

Member
You aren't telling us something here.

You have a load of .wav files which will slow down compilation, and if you only have 1 x 2048x2048 texture why are 130 textures listed in the output?
No, I mean I have only 1 spritesheet for spine animation. The rests are normal sprites (frame by frame).
I stuck and testing for 3-4 days now. So I'm 100% sure that wav files don't do anything with my slow compile. The compile slow-freeze only happen when I add my spine animation.

Anyway, I try to continue with GMS2. I want to ask about attachment. Not sure I can describe well . . .
Example : I have 2 animations in spine. 01 = animation with mouth close / 02 = animation with mouth open and have sword
When I start GMS with 01, it's work fine. Then I play 02, still work fine.
But when I change to 01 again. It's play 01 with mouth open and a sword stay still (in spine, I disable mouth close and sword slots).

How to make image enable/disable in GMS same as in spine?
 

rIKmAN

Member
If you are keying slots on/off you need to make sure you do it the same as the bones - make sure you key ALL slots off in animations when they aren't used, otherwise they bleed between animations which sounds like what you are seeing.
 

saga55555

Member
If you are keying slots on/off you need to make sure you do it the same as the bones - make sure you key ALL slots off in animations when they aren't used, otherwise they bleed between animations which sounds like what you are seeing.
Really annoying to lock all bones and slots but it's work now. Thank you very much :D
 

saga55555

Member
Can I ask about linked mesh? I search in forum and found that GMS2 support linked mesh.
But when I import json file with linked mesh. Animation in sprite editor look really weird. Not only a part with linked mesh but all body parts. Human look like monster -*-

Any idea? Thank you.
 

rIKmAN

Member
Can I ask about linked mesh? I search in forum and found that GMS2 support linked mesh.
But when I import json file with linked mesh. Animation in sprite editor look really weird. Not only a part with linked mesh but all body parts. Human look like monster -*-

Any idea? Thank you.
I noticed you are using a very old version of Spine - you should be using v3.0 for GMS 1763, and v3.4.02 if you use the EA as per the SDK Version Support helpdesk article.

If you update and still have trouble, have you stuck to all the weird, pointless and time consuming GMS rules for using Spine sprites?

1) Every bone must have R/T/S keys at the start and end of every animation, even if that bone isn't used in the animation.
2) No 1 frame animations, make them at least 2.
3) All slots must be keyed on/off when switching them in animations (as you found out above).
4) No R/T/S transformations applied to the "root" bone.
5) Cannot use more than 1 texture page per sprite.
6) Probably more that I've forgotten right now....
 

saga55555

Member
I noticed you are using a very old version of Spine - you should be using v3.0 for GMS 1763, and v3.4.02 if you use the EA as per the SDK Version Support helpdesk article.

If you update and still have trouble, have you stuck to all the weird, pointless and time consuming GMS rules for using Spine sprites?

1) Every bone must have R/T/S keys at the start and end of every animation, even if that bone isn't used in the animation.
2) No 1 frame animations, make them at least 2.
3) All slots must be keyed on/off when switching them in animations (as you found out above).
4) No R/T/S transformations applied to the "root" bone.
5) Cannot use more than 1 texture page per sprite.
6) Probably more that I've forgotten right now....
4) No R/T/S transformations applied to the "root" bone.
Maybe this one because I'm scale down root bone down half. Will try it, thank :D
 

rIKmAN

Member
4) No R/T/S transformations applied to the "root" bone.
Maybe this one because I'm scale down root bone down half. Will try it, thank :D
Firstly, I'd update your version of Spine to v3.0 or v3.4.02 depending on what version of GMS you are using.
 

saga55555

Member
Firstly, I'd update your version of Spine to v3.0 or v3.4.02 depending on what version of GMS you are using.
Thank you, I just have time to test again yesterday and confirm that scale up/down root bone make linked mesh broken in GMS.
 
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