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HTML5 Graphical Glitches in HTML5 version of game

M

mazimadu

Guest
Hey all, I am posting this because this used to also happen in GMS 1.4 and it seems that it has carried over into GMS2.
I have a project with a character that uses a skeleton with various animations in it. There are very few sprite assets and the game works fine in windows.


Note the purple platforms and the players stand animation. As well as the slopes

But in HTML5 the player only displays the "climb" animation and the slopes and platforms get messed up. They even replace the mask for the slopes. as shown below.



I can't understand what is causing this after 2 versions of GameMaker. I will be filing a bug since I cannot export my game for the web if this error keeps poping up. There aren't any other assets.
 
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A more learned member of the forums may come along with much better advice, but the only time I've come across such issues working with html5 has been solved by: a - clearing cache on gms. b - clearing browser cache. c - when using saved progress files, and reloading from these after making sprite changes; I've had to clear save files and start a new game.

One of these three have always solved issues I've had like yours in the past.
 
M

mazimadu

Guest
Works with the static sprites, but the spine animations remain unchanged and the slopes now have rectangular bounding boxes (no precise collisions)
 
M

mazimadu

Guest
Did you cleared asset cache (button on top bar near "run") ?
Yes:
As mentioned: Works with the static sprites, but the spine animations remain unchanged and the slopes now have rectangular bounding boxes (no precise collisions)
 
M

mazimadu

Guest
I think I can confirm that it is (once again) the spine animations that is the issue. I tested my game code on android and the game crashed immediately after starting. This doesnt happen when the spine animation is removed from the project .

This is unacceptable since I use spine animations for every NPC in my game. I find it strange that the newer IDE is more buggy on two platforms than the previous one especially considering how much has been spent on it. I have filed a bug for both the HTML5 and Android spine related issues and will go back to using GMS 1.4. GMS2 is just not ready in my opinion.
 
M

mazimadu

Guest
Not sure if this is related, but I ported the game to the Early Access build v 1.99.549. Since this one is as close as possible to the v 2 build I got some very weird stuff from the console that looks like memory addresses. I have never seen stuff like this on the console especially at runtime.
Code:
I/yoyo    ( 9204): Attempting to set gamepadcount to 1
I/yoyo    ( 9204): Setting vis flags to 5894
I/DEBUG   (18719): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *
**

I/DEBUG   (18719):     r0 00000000  r1 00000000  r2 400463ed  r3 00000000
I/DEBUG   (18719):     r4 00000000  r5 00000000  r6 00000000  r7 00000115
I/DEBUG   (18719):     r8 7a21b538  r9 00000040  sl 00000080  fp 0000113d
I/DEBUG   (18719):     ip 77f03ce0  sp 7844e888  lr 40060699  pc 400584a0  cpsr
60070030
I/DEBUG   (18719):     d0  0000000000000000  d1  0000000000000000
I/DEBUG   (18719):     d2  0000000000000000  d3  0000000000000000
I/DEBUG   (18719):     d4  887dd468d5f1004d  d5  0000003dba03bfd1
I/DEBUG   (18719):     d6  42740000429e0000  d7  3f1e00003f740000
I/DEBUG   (18719):     d8  000000003f4ccccd  d9  0000000000000000

STUFF LIKE THIS

After reading some of it, it looks like (once again) the skeleton code is to blame.
Code:
I/DEBUG   (18719): backtrace:
I/DEBUG   (18719):     #00  pc 000234a0  /system/lib/libc.so (strlen+83)
I/DEBUG   (18719):     #01  pc 0002b695  /system/lib/libc.so (strdup+4)
I/DEBUG   (18719):     #02  pc 0024a0d8  /data/app-lib/com.companyname.squareEng
ine_5-2/libyoyo.so (spSkeletonJson_readSkeletonData+52)
I/DEBUG   (18719):     #03  pc 000b3880  /data/app-lib/com.companyname.squareEng
ine_5-2/libyoyo.so (CSkeletonSprite::CSkeletonSprite(char*, unsigned int, unsign
ed int, unsigned int, unsigned int, unsigned int)+140)
I/DEBUG   (18719):     #04  pc 001d0d20  /data/app-lib/com.companyname.squareEng
ine_5-2/libyoyo.so (CSprite::LoadFromChunk(YYSprite*, unsigned char*)+792)
I/DEBUG   (18719):     #05  pc 001d57fc  /data/app-lib/com.companyname.squareEng
ine_5-2/libyoyo.so (Sprite_Load(unsigned char*, int, unsigned char*)+280)
I/DEBUG   (18719):     #06  pc 001c5ad8  /data/app-lib/com.companyname.squareEng
ine_5-2/libyoyo.so (LoadGameData(void*, unsigned int)+2252)
 

rwkay

GameMaker Staff
GameMaker Dev.
It looks like the skeleton Json may be incompatible with the Spine runtime (or it has some issues) can you please try re-exporting the json files and using the new ones in GMS.

Ensure that you are using the correct version of Spine to do the export.

Russell
 
M

mazimadu

Guest
It looks like the skeleton Json may be incompatible with the Spine runtime (or it has some issues) can you please try re-exporting the json files and using the new ones in GMS.

Ensure that you are using the correct version of Spine to do the export.

Russell
I'm using the latest build, spine 3.5.51. The sprites don't have a lot of bones, mainly keyframes. The above code was tested on GMS EA 1.99.549.

Web works fine on EA, and I am using 1.4.1763 for android builds.
 
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