Siksten said: There is no workaround for the pixel collision and until that is fixed you can't make a good platformer
Siksten...welcome to the forum and what a lovely heart warming entrance it has been...
in response to your last comment. I dont beleive pixel collision is essential to a good platformer.
The potential blatantly visible in UtopianGames platform template he is selling is huge. There is no reason you cannot make a damn fine platformer using GameSalad.
stormystudio said: Siksten...welcome to the forum and what a lovely heart warming entrance it has been...
in response to your last comment. I dont beleive pixel collision is essential to a good platformer.
The potential blatantly visible in UtopianGames platform template he is selling is huge. There is no reason you cannot make a damn fine platformer using GameSalad.
Then what about my horse... Listen, i have this horse with curley legs thats walking along a straight ground... if it touchs rocks, it dies.... so how can i, without pixel collision, make this possible? the rocks break 40px before the foot even starts, and with magnitude it still looks abnormal because his elgs are curley..
jonmulcahy said: Make the legs. Separate actor and constrain them to the body
Piece of cake
It will still look weird when colliding because the legs are curly. Stuff like these can't be solved without the essential pixel collision function.. It's really a must when it comes to games. Opens new doors and windows, hell it might even open portals
First off, I just wanted to say that we're aware people's concerns with the splash screen and we're working on some ways to make everyone feel much better about it. To be honest, not sure where it's going to go or what the solution is going to be, but I'm sure a happy medium can be reached.
Also, on a very happy side note: Great to see you again, @peachpellen! You have been missed greatly. It's great to hear about the success you've had and it's just plain wonderful to see your posts again here on the forums.
--Yodapollo
Thanks for your reply admin. Is pixel collision any priority on your to-do list? Imo it's one of the most important features to have in a SDK
Ok...either try Jonmulcahys approach, or perhaps change the design of your horse?
As with any games engine you do need to play to its strengths, once you've used GameSalad enough you can sort of plan out a game knowing what is and what isn't easy. Most things are possible its whether you want to put the effort in making a work around work and whether game performance will be affected too much on the final device because of the work around. It may just be easier to alter your game design slightly.
It's rather frustrating when you say you cant make a good platformer without pixel collision.
Instead just post what your trying to achieve and everyone will rally around and try and think how best to solve it.
If you really wanted to stick with curly horse legs...that I assume are an animated png sequence. But did'nt want to make them separate actors, then how about you make a smaller 1 pixel actor that moves with the horse. And its movement is offset to match the position of the legs. Then if this 1 pixel actor hits a rock, your horse gets it and its head winds up in some gangsters red linen bed. (Random God Father reference for no reason...)
Note: Pixel collision isn't possible using the 2D Box physics engine that game salad uses.
I dont think it will from what I've read in the past.
Possibly other options, I think IK support is possible within the 2D Box engine, so you could potentially make a rag doll type character and throw them down stairs....so taking Sikstens curley legged horse, it might be possible to link the legs to the horse without having to worry about rotational offsets and trig, or create too much demand on the processor using lots of constrain behaviours...
Only know this from older conversations about it...
(Just whilst I think about it, depending alot on what the horse legs look like, could they be put on an actor separately, and that actor told to be a circle rather than square in the physics settings. It might help get the legs closer to the rocks before impact...
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in response to your last comment. I dont beleive pixel collision is essential to a good platformer.
The potential blatantly visible in UtopianGames platform template he is selling is huge. There is no reason you cannot make a damn fine platformer using GameSalad.
Here's a link to Utopian Games platform template...
http://gamesalad.com/forums/topic.php?id=15562
Piece of cake
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As with any games engine you do need to play to its strengths, once you've used GameSalad enough you can sort of plan out a game knowing what is and what isn't easy. Most things are possible its whether you want to put the effort in making a work around work and whether game performance will be affected too much on the final device because of the work around. It may just be easier to alter your game design slightly.
It's rather frustrating when you say you cant make a good platformer without pixel collision.
Instead just post what your trying to achieve and everyone will rally around and try and think how best to solve it.
If you really wanted to stick with curly horse legs...that I assume are an animated png sequence. But did'nt want to make them separate actors, then how about you make a smaller 1 pixel actor that moves with the horse. And its movement is offset to match the position of the legs. Then if this 1 pixel actor hits a rock, your horse gets it and its head winds up in some gangsters red linen bed. (Random God Father reference for no reason...)
Note:
Pixel collision isn't possible using the 2D Box physics engine that game salad uses.
Possibly other options, I think IK support is possible within the 2D Box engine, so you could potentially make a rag doll type character and throw them down stairs....so taking Sikstens curley legged horse, it might be possible to link the legs to the horse without having to worry about rotational offsets and trig, or create too much demand on the processor using lots of constrain behaviours...
Only know this from older conversations about it...
(Just whilst I think about it, depending alot on what the horse legs look like, could they be put on an actor separately, and that actor told to be a circle rather than square in the physics settings. It might help get the legs closer to the rocks before impact...
Wait for it...... Wait for it....
-Josh