Please tell me it's not true....

AfterBurnettAfterBurnett Member Posts: 3,474
edited November -1 in Working with GS (Mac)
There is only square and circle collision? Is there a way to do the collision from the png instead, rather than the size of my actor? At the moment my spaceship is destroyed before he even hits the enemy... both the player and enemy "squares" detect each other well before the pixels meet... really annoying in a shooter....

Comments

  • AfterBurnettAfterBurnett Member Posts: 3,474
    NOOOOOO!!!! IT IS TRUE!!!!! Oh well, better I found out now... I shall make all my enemies fill up as much of their squares as possible.
  • EastboundEastbound Member, BASIC Posts: 1,074
    I've found that a smaller collision area is better than large (for looking better). I would say go with circle unless it affects gameplay.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Yeah, I have old-school round bullets so that's fine... just need to work on ships etc and when crashing into hills, neither square or circle works so my lovely hills are now just eye-candy... oh well.
  • SingleSparqSingleSparq Member Posts: 1,339
    Use a smaller invisible actor that is x/y 'ed to your ship (keeps the two actors together). Make that the one that triggers an "I'm hit" boolean attribute which can trigger your ship to explode or score or whatever.

    It's unfortunate we can't contract the collision area of our actors but for now I use two actors for any type of collision overlap I want.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Good idea, thanks. I don't know why they can't implement a collision system that uses the png files transparency...
  • firemaplegamesfiremaplegames Member Posts: 3,211
    GameSalad uses the Box2D physics system. It does not support pixel level collision.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    THAT NEEDS TO CHANGE! :P
  • reddotincreddotinc Member Posts: 653
    Hey POLY, you might be interested in this http://gamesalad.com/forums/topic.php?id=6796

    I'm trying to work out a way to use TSB's method with multiple instances to overlay transparent actors that I can lay out to make accurate collisions.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Thanks!
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