When run preview, everything works as it should (mostly) but in the compiled game, when I enter the ship with the orange wings, the animation of interior object doesn’t change properly.
The custom points of the animation is loaded but the actual image used in that animation is not.
Here are the screenshots.
I’m using 2 separated animation for the same object (ship_interior), each animation is only one frame, a single image so not looping, playing or anything.
Every ship object in the game has an unique ID variable and I change the animation number of the “ship_interior” object based on the value of this variable
Triggered once : Do= "ship.Variable(ID)" to the number of current animation of the "ship_interior"
Animation 0 is the ship with the orange wings
Animation 1 is the ship with the blue wings
I just simply change the Animation number of the “ship_interior” object once while condition is true.
But the interesting thing is, I’m using points different places on each animation to set the position of those objects, but as you can see it is same on both, so basically the animation is right, only the actual image of the animation is wrong (I guess).
Just to let you know, only Animation 0 (the ship with orange wings) is affected, Animation 1 (ship with blue wings) works as it should.
For some reason, in the compiled game Animation 0 is using the image of Animation 1
Oh yes I forgot to mention that I found the root cause of the bug: when the game is compiled, all images are sent to the same folder. As you have some images with the same name, one overwrites the other. So, while I work on a way to rename images with names that collides, you can make sure that you give specific filenames to each image.