★★★ Video Tutorial: Bigger/Smaller Collision Area ★★★
Hi Guys,
Noticed a few users asking for something similar so made a quick video, got a stinking cold atm but i hope my voice is clear enough.
At the end of the video there's also a nice trick to cut down on constraints that seasoned GS users use.
You would obviously turn the alpha to 0 on the white actor so its not visible.
The same method can be used for smaller collision areas useful for platform games where the hero bounding box is too big.
More free video tutorials can be found on our forums (link in my sig).
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Darren.
DeepBlueApps over 10 million hits and home of:
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Noticed a few users asking for something similar so made a quick video, got a stinking cold atm but i hope my voice is clear enough.
At the end of the video there's also a nice trick to cut down on constraints that seasoned GS users use.
You would obviously turn the alpha to 0 on the white actor so its not visible.
The same method can be used for smaller collision areas useful for platform games where the hero bounding box is too big.
More free video tutorials can be found on our forums (link in my sig).

Darren.
DeepBlueApps over 10 million hits and home of:
GS Tools
Templates
Video Tutorials
Forum
3rd party marketplace
Comments
Darren.
ohhhhh snap!
Darren.
Another way to have a different size collision area is to move an invisible actor using the game.time
That way it will work for rectangles.
So moving stuff 'manually' by updating the x and y co-ordinates should be light on the processor. So you can have loads of these in one scene and it won't effect the frame rate.
Change the invisible actor's x and y positions to your visible actor every (whatever time interval you want), but use the game.time instead of the timer attribute.
So make an integer attribute 'zero' with a value 0.
Rule:
When zero = floor((game.time*40)%2)
change self.x to TheVisibleActor.x
change self.y to TheVisibleActor.y
Shaz
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Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Shadows Peak is an atmospheric psychological horror that explores the dark side of a player.
Not sure if loads of magnitudes in a shooter example is better than 2 constrains for a collision actor but food for thought as they say...i still think the constrained collision actor has its place for some games.
Nice post this one:) nice to share ideas.
Darren.
thanks for sharing...
now if we can just get Gamesalad to add a 'collision area box' where we enter the number and it increases the collision area as standard for any actor that would be great...
Greate video guys!
Roy.