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Diamath
Guest
Hello everyone...
I was trying to make character sprites with lots of different movements, combos, finishers and non-combat adventure animations like sitting, eating, crafting, etc. So i made a huge sprite sheet for all combat moves, and it took 310+ frames to make it. I import sprite into GM:S with pretty high memory usage. Okay i was prepared for this. Everything was fine until, some of attack states were not working with right animation, just freeze on one of the frames. Then i tried debug_message image_index to see what's going on.
And here is the problem i'got, GM:S returns image_index to 0, after about 113th frame.
If i use certain frame as a fixed image_index, it works, but not animates after 113. PNG file of the sprite is really small in file size about 120kb but i use 35643x79 strip and each subimage is 109x79. I think i can probably divide characters into several objects to over come this but...
I'm wondering, is this a bug or limitation or anything else?I couldn't find any answer.
And thanks in advance...
I was trying to make character sprites with lots of different movements, combos, finishers and non-combat adventure animations like sitting, eating, crafting, etc. So i made a huge sprite sheet for all combat moves, and it took 310+ frames to make it. I import sprite into GM:S with pretty high memory usage. Okay i was prepared for this. Everything was fine until, some of attack states were not working with right animation, just freeze on one of the frames. Then i tried debug_message image_index to see what's going on.
And here is the problem i'got, GM:S returns image_index to 0, after about 113th frame.
If i use certain frame as a fixed image_index, it works, but not animates after 113. PNG file of the sprite is really small in file size about 120kb but i use 35643x79 strip and each subimage is 109x79. I think i can probably divide characters into several objects to over come this but...
I'm wondering, is this a bug or limitation or anything else?I couldn't find any answer.
And thanks in advance...