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Legacy GM Creating a Pause Menu and Spine Animations

F

FIS_GAMES

Guest
Q1. So we have been using Spine to create animation in our current project. Our problem is this...We have created a pause menu room separate from the current room that the animations are being played in. When the player hits the pause button the game saves and jumps to the pause room. We do this because we have an animation sequences that happens during the pause event and we don't want to create surfaces to play out these animations as we are using special objects for the animations...it is the same reason we don't just deactivate the objects as well. When we return to the game room the Spine animation is not the on the same animation sequence we left it at and we have varying results with what animations is playing when we return to the game room. Any suggestions on how to fix this?

Q2. What is the best version of Spine to use with GM: Studios 1.4.1763? We are currently using Spine version Spine version 2.1.27. We are using this version because other versions give us errors when using IK constraints and we don't want to deal with any stability issues with EA versions of GM. Precisely, GM tells us that we have an invalid Spine JSON file or is not a valid Spine JSON file. Version 2.1.27 is frustrating as well since it accepts the IK constraints but tells us the Bounding Box is an 'unhandled Spine attachment'. There is only one Bounding box for the character and its attached to the head bone...The head bone has two slots...one for the graphic and one for the Bounding Box. Any idea of what is going on? Note: everything is working correctly under all the above circumstances (for Windows)...we just get error messages. We are afraid this is going to create crashes on HTML or mobile platforms.
 

rIKmAN

Member
Q1. So we have been using Spine to create animation in our current project. Our problem is this...We have created a pause menu room separate from the current room that the animations are being played in. When the player hits the pause button the game saves and jumps to the pause room. We do this because we have an animation sequences that happens during the pause event and we don't want to create surfaces to play out these animations as we are using special objects for the animations...it is the same reason we don't just deactivate the objects as well. When we return to the game room the Spine animation is not the on the same animation sequence we left it at and we have varying results with what animations is playing when we return to the game room. Any suggestions on how to fix this?

Q2. What is the best version of Spine to use with GM: Studios 1.4.1763? We are currently using Spine version Spine version 2.1.27. We are using this version because other versions give us errors when using IK constraints and we don't want to deal with any stability issues with EA versions of GM. Precisely, GM tells us that we have an invalid Spine JSON file or is not a valid Spine JSON file. Version 2.1.27 is frustrating as well since it accepts the IK constraints but tells us the Bounding Box is an 'unhandled Spine attachment'. There is only one Bounding box for the character and its attached to the head bone...The head bone has two slots...one for the graphic and one for the Bounding Box. Any idea of what is going on? Note: everything is working correctly under all the above circumstances (for Windows)...we just get error messages. We are afraid this is going to create crashes on HTML or mobile platforms.

With 1763 you can use Spine v3.0 - I have seen people saying v3.0.10 works fine too.
If you use the latest EA 1.99.525 you can use Spine v3.4.02.

This info is in the SDK Versions Article on the website.

The "unhandled Spine attachment" error also happens in those versions when you add a bounding box, although appears to work in practice despite the error message.
 
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