Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Details.
Line 113.
"getAnimationEndTime( "hal_platform", 0 )" is
"getAnimationEndTime( "hal_platform", 2 )"

is the corresponding track ID, I think.
Although it is conceivable that it is the keyframes that are the cause, just in case

Thanks for the tip. The solution turned out to be simpler. Each animation channel needs its own global value. Keys and time doubtfully play a role, I tried different things. It remains to figure out how to reset the animation to inactivity.

https://skrinshoter.ru/vMvKyPAIiQV?a

The linkage problem we have identified here is
AIM animation set on line 68 was always running.

It appears that the animation value changes were not changing correctly.

I am glad to hear that it worked.

I found this to be the case on line 68.

It seems that the animation that has already been set is frozen when it tries to be set again.

I tried to play multiple animations and SpineBoy did not freeze.

It seems to be a combination of factors, such as keyframes not being registered.

(1 edit)

I tried to operate on it. But the point is to play at the same time. Combining channels to global values by holding down a key is the solution. It would be nice to make this case into a built-in function. This allows you to control the character in real time, combining any actions.

I did a little research to see what was going on.

Basically, when multiple SetAnimation calls are made

The animation does not switch immediately.

The intermediate animation is complemented, and then the motion set later on is applied.

In this case, when SetAnimation("17_aim") is called for the second time

SetAnimationSpeed(0) interferes with the transition from the first motion to the second motion, causing the animation to freeze.

However, when I try to reproduce this under the same conditions using SpineBoy, it works fine.

Therefore, it seems to me that the structure of the file (existence of keyframes?) is not the only thing that needs to be taken into account.

It is highly possible that this is a bug in the SpineRuntimeSDK, including the structure of the file

In the meantime, it is possible to protect the animation by preventing it from playing back when the same animation is attempted to be played back.

I think it can be handled by using an instruction on the CF2.5 side to let the same animation not be performed.

(Or perhaps adding some kind of keyframe to the file?)

-----

+ getAnimationName$( "hal_platform", 1 ) <> "17_aim"

hal_platform : SetAnimation( 1 , "17_aim" , loop=0)

-----