Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Hi! Wow that was quick! :D

I wanted to jump right in but I only had time for a quick test yesterday. I will poke it some more during this week, but here's my findings so far:

My sprites now stay in the folder, which is great! The origin also seems to stay where I put it! :D

Some other settings still get overridden.

- Texture Atlas was back to default

- FPS for all sprites were set back to 30

Maybe this could work: If settings are set to "grab defaults from gmlink_base", only use them for initial creation of the sprite and then leave them as-is, as to not overwrite modified values. If the user wants to reset them to default, all they'd have to do is delete the sprite and re-export it, and it will get recreated using the gmlink_base defaults.

What I haven't tested yet, but what I use a lot in my game is actual 9 slices.

There also seems to be a small issue with the collision mask: The mode is set to Automatic and Rectangle, but the mask covers only the pixel in the upper left corner. When I switch the mode to manual and back to automatic GM will update it properly. This also seems to be overridden with each update to the sprite. My guess is, because gm_base is empty, the bounding box is calculated based on that and then applied after the art is added.

If I set the bounding box to manual, the values will not be overridden, which is great!

And a tiny improvement idea I had for lazy people like me: It would be really cool if we could define a standard file name prefix in the settings window, such as "spr_"! :D

Thank you for your hard work, and I am very flattered you're addressing my feedback!

Have a great start into the week!

(+1)

Ah okay, seems like I missed a couple of things. Once again, thank you so much for the feedback. It helps a lot and I really appreciate it. I'll get those things sorted as soon as time allows! Great suggestion with the prefix. I assume you mean so a slice could simply be named "player" but in GM that would become "spr_player" if your prefix was "spr_"?

You have a great week too! :)

- Tore

(+1)

Yeah, ^^ it would make naming slices just a bit faster. Some of my aseprite files have close to 100 slices.

Would you by any chance be willing to send me a .yy of any sprite before and one after you update and the texture group and fps is reset? I have not been able to replicate the issue on my end.

In regards to the bounding box being a single pixel in the top left corner when set to automatic, I did notice it in the beginning. I'm currently unsure if I have any control over that since it seems that it's something GM decides upon. Have you noticed whether, if left as is, actually compiles to that single pixel bounding box in-game? Worst case it could be calculated within GM Link.

(+1)

Hi! Sorry I haven't gotten around to it yet, but hopefully later today or tomorrow! Cheers!