[S.O.S] newSpriteMultiSet tearing a sprite apart.

Hello, I’m using newSpriteMultiSet for using multiple sprites for one character(there’s a LOT of sprites, it’s a really animated game).

Well, I’ve checked online and have seen that the fix to that would be adding a 33ms delay between those functions, but that doesn’t seem to have worked properly in my case, at this point, I have 4 sprites in the multiple spriteSet, and, counting all frames(of all sprite sets) I have exactly 79 sprites working on game, the first 18, one sprite set, seems to work properly, and it is the first one to be in the table inside the multiSet, I don’t know if there is anything to do, but I think this is awkward. the last 20 are not being used, but when I play the middle 2 ones, that the second contains 24 frames and the third 17, I just want to know why the first frame of each animation is being torn, it is really driving me crazy.

Thank you for your attention, and sorry for my bad english, [import]uid: 75946 topic_id: 20015 reply_id: 320015[/import]

I think its a bug with the multiset. simply don’t use the multiset, switch spritesheets instead. worked for me. [import]uid: 90610 topic_id: 20015 reply_id: 78132[/import]

So, Dingo, how would that work? How to switch a sprite sheet? [import]uid: 75946 topic_id: 20015 reply_id: 78680[/import]

hey rodrigo,

so basically, what i do is.

I have a player class, which contains all the spritesheets for the animation of the player. during the game, if I eg press left, I call a method player.changeAnimation(“walk left”). The current spritesheet gets disposed, and the according spritesheet gets loaded.

works fine here! [import]uid: 90610 topic_id: 20015 reply_id: 78692[/import]

Hm, could you post an example of how that would work?

Would appreciate if. [import]uid: 75946 topic_id: 20015 reply_id: 78700[/import]

This is being worked on (multi sprite set) il post an update when it’s done [import]uid: 84637 topic_id: 20015 reply_id: 78903[/import]

Ok, any idea when it’s coming to be fixed? I’m thinking so, of finishing the whole game and wait for that fix. It’s not good for Corona having a possibility that doesn’t work as it should. [import]uid: 75946 topic_id: 20015 reply_id: 79165[/import]

Soon, it’s being pushed to high priority to get fixed. We realize this is a big issue [import]uid: 84637 topic_id: 20015 reply_id: 79171[/import]

Still waiting for some fix…nothing yet? [import]uid: 75946 topic_id: 20015 reply_id: 83805[/import]

Just checking on progress re: SpriteMultSet.

Two alternatives for us: (1) Wait for a bug-free version, or (2) Press ahead with single set approach, swapping out instances (which has its own special problems).

DANNY et all cognizant Corona Staff:

If not yet ready, what is the estimated time?

Thanks very much!

[import]uid: 11421 topic_id: 20015 reply_id: 103431[/import]

Any update on the fix to newSpriteMultiSet?

Also if anyone has an example of a workaround that would be much appreciated.

thanks!
[import]uid: 35719 topic_id: 20015 reply_id: 107144[/import]

This is planned to be supported with the new sprite api’s (which are available via the daily builds) the old sprite apis (the ones available in the current release) are now depreciated which means as soon as the next public build of corona gets released the old sprite api’s will no longer be maintained.

I suggest someone files a report here (as a feature request) http://developer.anscamobile.com/content/bug-submission

To get it pushed up the priority list [import]uid: 84637 topic_id: 20015 reply_id: 107528[/import]