not really but i did figure out to use the correct spine run time for game maker (i think its 3.4.02) with this your able to have a regular sprite be the mask. what i do is make sure the width is an odd number so when the sprite flips it doesnt get stuck in things shaun spalding has a good video about why that happens in his old platformer videos for game maker 1.4 so for example if your sprite is 32x32 make it 33x32 so it flips right in the middle. oh if your going to use another collison mask its best not to setup a bounding box but if you want one only set one.
I actually got it working last night! Put a collision box on the Main ROOT bone as, I just needed it simple for now, also set the sprite itself to PRECISE.
When you put in this line of code in the draw event....just make sure you replace --sprite_index-- with the correct name of your sprite and nothing else seems to really matter much to get it to display....other colors on the --C_white-- didnt seem to change when i made it green though but does't matter to me happy its working:
---( draw_skeleton_collision(sprite_index, "jump", image_index, x, y, image_xscale, image_yscale, image_angle, c_white); ---
It will display the full collision with your chosen color of collision box,helps to see it really helps a lot! After that just gotta get your collision code to function, detecting tiles and or solids. The one and only weird issue is my enemies are hitting the opposite side of the collision items...Walls/Crates ect....they're passing through the Crates, but do hit the wrong side and come back. Also got some awesome random AI chosen movement at random intervals down! Like 2D AI.
I really feel so accomplished having never written code or made a game first time ever progress is phenomenal !