HTML5 export: Spine has a major issue! (I'll file a bug bug, but just in case somebody knows a fix... I'm posting here).
The "Animation Event" where you grab the event in a sprite from spine works EXACTLY as expected!... ...when only one instance with that spine sprite is active...
as soon a I introduce another, the event SOMEHOW triggers across ALL instances with the same sprite... it actually gets worse; it triggers across even completely different OBJECTS also with the same spine sprite...
For example: an instance of obj_star is created in game with a sprite name for ex: spr_spine, it plays it's animation just fine, and when it triggers a certain event (lets say "animation end" event), it would run a different animation which works just fine...
Oh Crap!: Here comes Mr. obj_crap with the same spr_spine 30 frames later... When obj_star hits it's "animation end" event to trigger maybe a (idk) "shine" animation... obj_crap comes in a wants to trigger at the same exact time when IT'S NOT HIS TURN YET AND WANTS TO CRAP ALL OVER MY STAR!!! Instead of waiting his turn he somehow shines at the same time too when his personal "event" hasn't triggered yet
By the way this works fine on other exports, just HTML5...
Oh and please don't crap on me and say "well you can just do THIS to make it work" YEAH I KNOW and I already fixed a work around haha SO THERE! I just want consistency that's all. Thanks! I LOVE YOU GM2 YOYO FORUM DEV CREATOR HOBBIESTS!!!!!
HAHAHA That's great! When my wife saw my game when something similar happened, she said "NO WAIT DON'T FIX IT, I WANNA PLAY IT LIKE THIS!"