Would "ALPHA CHANNEL COLLISION MASKING" make Game Salad a more likely tool of choice?
BigCat
Member, BASIC Posts: 19
I've wondered, nearly since the day I started using GS - WHY IS THERE NO ALPHA CHANNEL COLLISION MASKING?? - I've mentioned it in a post here and there - I've tried asking directly, but for some peculiar reason there just ISN'T an answer. So - I figured perhaps it's time we investigate to see if anyone else feels the same way... so - do you?
Comments
Don't get me wrong - I love gamesalad. I REALLY do! But I like it because it helps me. IF/When something comes along that helps me more - I will be foolish to remain loyal to GS.
;-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Part of the appeal of GS is its simplicity. It contains a very small, easily learned set of rules and behaviors... but with a little creativity, those limited elements are all you need to make about 90% of the 2D games you could think of... Plus there are always people finding new techniques and workarounds to do things that were previously thought not possible with GS.
So while I'd certainly use the feature , not sure how much "better" that would make GS.
And no I don't think we even need pixel collision. 2D games are not expected to have real life collisions and such. They are games and its all up to the developer to make the game fun regardless of realism. Its just no nessacary IMO. Definitely not worth the amount of time and effort it would take to recode a major part of the engine behind gamesalad.
Hi @BigCat
I agree with the other guys to a certain extent: pixel-collision won't make GSC a thousand times better by a long shot (I've told you a million times, don't exaggerate!) But it'd still be nice to have, I guess but in "real-world" situations, you can get away with not having this feature - as @tenrdrmer said, you perhaps don't need it at all. And when you really do, then transparent actors, angled and/or set to circle collision overlaid and constrained to the visible actor is a decent workaround (probably best with very large images, otherwise it's not worth doing, in my opinion).
For certain, I don't think it's so important that, if you don't see this feature in GSC in the near future, it should make you dump GSC for another developer...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
better collision will be great, joints will be better...
T-SHIRTBooth - Thank you for your response. That makes at least some sense.
It would be nice, but I'd prefer universal builds, retina splash screen art, the none Lua GS etc.
Also, specifying the rotation pivot point would be nice.
Man I would love the offset rotation point being built in. would make life so much easier. I would expect that is something that will almost have to come with joints though so hopefully in the new Lua-Free Engine.
Despite my previous remark, I've just remembered one game genre where proper alpha collision/touch detection would be a necessity really: hidden object games. Obviously the invisible boxes overlaid workaround would be OK, but a lot of work if there's hundreds of objects...
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
GO 'AL-FA CHANNILL' !!!
Unfortunately until GS will continue to use Box 2D we won't have pixel collisions, but at least we can hope they will give us something more than circles an rectangles
like mentioned.. polygonal collisions are being worked upon + joints. Compared to alpha channel masking, this would open up a plethora of options for GS developers. Add tons of realism possibilities to the same. Every idea has a 100 ways of execution, so one should just appreciate of what is being offered and make their way through.
More is not always good, and will never be enough.
Really, having to calculate every single pixel of a 512x512 image? what if that image is on an actor, and that actor is squished or scalled? Lets say the actor is 400x400, so now some of those pixels don't take up a full pixel in space... Or worse, what if that image is animated? now its cycling through 24fps and it has to calculate whether anything is touching any of the pixels. That's a lot of calculatations.
Maybe with the new lua-free editor this may be optimized in some way? But i can't really think of any way to do that without an iphone exploding.
I wont hold my breath.
Oh god though, user defined collision rectangles would be perfect. I hate how squishing an actor with a circular collision doesn't squish the collision circle. That makes me sad.
and yeah I could do so much with even just an oval Collision shape.
As for any comments that were meant to come across as condescending, they'll have fallen on deaf ears. The results of the poll speak for themselves.