Question about constraining hit area to actor

grierdillgrierdill Member Posts: 16
edited August 2012 in Working with GS (Mac)
Okay so I just wanna ask this before I get in too deep with this project. The main actor animations are going to be bigger than what the collision should be (legs, arms, clothing going out farther than feet so dropping off platforms is wonky) and my question is what to constrain to who. Should the hit area have most of the actor behaviors, like movement jump etc, and then just have the animations dropped on top (easier working with collisions)? Or is it better to have the the bulk of the behaviors on the actor with the animations with the collision area constrained to that (easier to trigger the correct animations)?

I wanna know if this is a common technique and if there's a general "best practices" for this kind of thing (common in platformer style games). Thanks,

Comments

  • grierdillgrierdill Member Posts: 16
    hmmm. well I think I figured out the best way, with just unlocking the "animations" character you have access to the "hit area" attributes like linear velocity to i can still make all the animations based on movement and attributes.
Sign In or Register to comment.