Improved Collision Detection

MrBloggyMrBloggy Member Posts: 35
edited February 2012 in Working with GS (Mac)
I think everyone wants to see the creators of GameSalad improve the collision detection.
Only being able to use circle or rectangle is a JOKE!!!!!

This is the one thing holding people back from producing superb games with GameSalad.

I have had to move to Unity for more freedom with 2D games.

Please reply to this thread and keep it at the top,
Lets get some decent collision detection in place!!

PLEASSSEEEE!!

Comments

  • dmilinovichiiidmilinovichiii Member Posts: 620
    edited February 2012
    I have personally wanted this for a long time, but most people seem more interested in other things being completed first. While collision shapes do seem important, an update that vastly improves the engine (which is coming up) would allow more games to be made than more collision detection shapes. Threats of changing to Unity aren't really that big because you don't sound like a Pro user to me and GameSalad probably isn't making much money in the first place off of you. Also, if what you want is 2D games, then Unity is a bad choice. Corona is much simpler. Corona is pretty much the same think as GameSalad except that they have more features and they aren't code free.
  • zombieaddictzombieaddict Member Posts: 213
    +1 on this. for my next game being able to to change the hit box size and exact positioning is IMPERATIVE. would prefer to make the game in GS but if i have to put it together in another program, then so be it. so yes. please add this in. soon preferably.
  • POMPOM Member Posts: 2,599
    There were approximately 1000 threads about this , i believe we will not see any new collision shapes or types until the drop of LUA ..

    Photobucket Roy
  • kinzuakinzua Member Posts: 554
    Oh yes.. Pleeeeeeeeeeeease... More collision shapes.. Atleast allow subtraction or addition of shapes... That could be a start atleast..

    And if possible.. some sort of masking feature... Like doin a map within a square..
  • kinzuakinzua Member Posts: 554
    Oh yes.. that would be a magnitude of change in a project.

    +1 for it..
    +1 for Joints.. I mean we have touch in here.. Y not joints..
    and +1 for a sort of masking feature.. such that you could multi layer scrolls within a scene.
  • kinzuakinzua Member Posts: 554
    Oh yes.. that would be a magnitude of change in a project.

    +1 for it..
    +1 for Joints.. I mean we have touch in here.. Y not joints..
    and +1 for a sort of masking feature.. such that you could multi layer scrolls within a scene.
  • MotherHooseMotherHoose Member Posts: 2,456
    besides easy to create an invisible colliderActor – size as small as you want … and constrain to enemy

    @};- MH
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    I have a body
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    stop telling "Body is required!"
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    darned forum froze when I tried to post 1x
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    I come back in …

    (to be continued)
  • MotherHooseMotherHoose Member Posts: 2,456
    edited February 2012
    and it posted the Comment umpteen times

    someone please delete these inanities!

    @};- MH
  • zombieaddictzombieaddict Member Posts: 213
    i know it will come so theres not much use in asking for it, just wondering when. one of my next projects is pretty much impossible without it. using a bunch of invisible actors as hit detectors wouldnt be practical for it either otherwise im going to have hundreds of them per scene (no joke)
  • MotherHooseMotherHoose Member Posts: 2,456
    no not a bunch of invisibleActors … one invisibleActor … a few lines of behaviors
    that you drag onto the scene … or spawn with the enemies … or have each enemy spawn

    of course you can do hit detection with magnitude for the playerX to enemyX … and also need for their Y values

    @};- MH
  • zombieaddictzombieaddict Member Posts: 213
    edited March 2012
    @motherhoose in my particular case still not practical. the hit detector cant be static or constrained to the x/y of the actor its working for. it actually needs to be constantly changing its shape and position based on the frame of animation being displayed by its parent actor. theres alot of variables for it. cant say much more than that about what im doing with it. but yes its possible, just not practical for what im actually trying to do.
  • MrBloggyMrBloggy Member Posts: 35
    I really want to come back to using GS but the collision detection is so terrible. Why oh Why was this not the first thing to be fixed. Come on GS!!!!
  • MotherHooseMotherHoose Member Posts: 2,456
    set sensor attributes in game/selfAttribute …real type sensorX; sensorY
    and, more than 1 sensorActor … you will have to give them an id and reference them with currentSensor index attribute

    create a table to store imageNames sensor Values

    constrain the sensor X,Y to those game/selfAttributes/tableCellValues

    and in animationSequence:
    Rule: when
    Attribute: self.myImage is whatever the name for an image that affects sensor size or tableCellValue or rowLabel
    --changeAttribute: game.sensorX To: tableCellValue
    --changeAttribute: game.sensorY To: tableCellValue

    sounds convoluted … but once you get it working with a few instances … it is basically copy/paste … and pray

    seems to me even other codingLanguages you would need a lot of if statements …

    @};- MH
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