Re: Testing the collision of a specific pixel
Quote:
Originally Posted by RickyRombo
It's hard to explain, I'll make an example later if you need it.
Basically spread a value in the characters (which can be put into a group) alterable value a or some other alterable value
Then:
Code:
* On Loop "pixel collisions"
+ Loopindex("pixel collisions") = Alterable Value A("character") // or ("group.whatever")
- Set position of "collider" to {whatever position}
all you need to do is add
for the collision effects
So on the loop, we test to see which character has the alterable value that we spread equal to the loopindex of the loop. That way we select one at a time.
Then what we do is set the pixel detector to the 1x1 spot you want it, and if the pixel is overlapping walkable area do what you want to do and if not make the character go back. (all on loop)
Actually, what I think would help you the most would be to do the OPPOSITE. Try making the collider the actual "character" and have different sprites follow it around. That way you won't have any problems.
So do your characters have special movements or anything or could that work? (doing the opposite)
Re: Testing the collision of a specific pixel
Ok, I'm gonna work on the "opposite" solution! It sounds easier I think.
Thanks