Best way to handle actors animate and change image sizes + collisions

rommaromma Member Posts: 114
edited July 2012 in Working with GS (Mac)
Hey guys,

Is there a correct way to handle the actor sizes for the animate and/or change image behaviors?

For example, if i have a main actor thats 1 image and his size is 250x250, the animate images should also be 250x250? Testing this seems to be required, but what if the animate need to be a bigger size? (say my actor is flapping wings) i would need to make sure my main actor is the same size of the animate images (which usually its way bigger), this causes all sort of problems specially when using collisions as i end up with a lot of wasted space from the transperench, Im rumning into this and curious if there is any workarounds or something im missing completly.

I know i can make an invisible actor and use that as a collider, please dont suggest that. The main issue isnt the collisions.

Thanks

Answers

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    When you create your animations say in photoshop, put all the frames on different layers take the biggest one and draw an outline around it and put that outline in it's own layer. Then line up each layer so each animation is centered properly with the other animations. Now export each layer with the outline as a png. Then open each png in photoshop and erase the outline. Now all your images will be the same size and lined up properly.
  • rommaromma Member Posts: 114
    Thanks, but thats not my issue, thats exactly what Im doing and the problem is that my main actor PNG is way to big (in size) so using him as a collision won't work due to the size.
  • I had a similar issue with my walk cycle in Nom Nom Monkey, the main character Nom Nom has a bobbing/walking and eating animation.

    In the end we did go the invisible actor locked to Nom Nom's x and y self attributes and allowed the Spears, Bombs and Fruit to collide with his invisible x and y constricted actor.

    Im not sure there is any other fixes for this that I know about, but if anyone has any other ideas I'm keen to hear it too. :D

    Cheers, Dan
  • MotherHooseMotherHoose Member Posts: 2,456
    @romma … smaller sensor actors for collisions are great!
    unless you want the hassle of defining X,Y magnitude for every collision

    one small invisible actor … unlocked to constrain to mainActors
    … is very efficient … for fileSize, loadTime, and FPS

    even Unity uses sensors for collision

    image MH
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