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Thread: Question about collisions and alpha channels

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    Question about collisions and alpha channels

    Quick question but does an active with an alpha channel conflict with the 'collision with box' property?

    I ask because some of my enemy objects seemed to work ok with collisions but after I gave them shadows with alpha channels they don't work as well or so it would appear.

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    is the object that is colliding the one with the shadows in its graphics? The shadow will count as part of the colliding object if it's all on the same object.

    if this is the case, you can Use separate invisible collider object to control movement and have graphical representation object follow it around instantly on the Always event.

    another way is to put the shadow as a separate object which doesnt collide


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    Yeah what it is is a skeleton enemy active object where I used the alpha channel to make a shadow in his regular animation. Then it checks collisions against backdrop objects. The active object for the skeleton has the fine detection box unchecked and those background objects to collide against have the collision with box properties checked yes.

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    hmm i dont know the collision with box property yet. I misunderstood sorry. Can anyone else help?


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    Question about collisions and alpha channels

    Alpha channels appear invisible in terms of the sprite but any pixel information in that alpha channel area will cause erratic collisions. You will need to rethink how you are creating your graphics and possibly how you import them into the game.

    I would consider exporting the layer with the shadows out separately from the character and then tracking it to follow along with the character in-game as a separate object.

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    Box collision (fine detection UNCHECKED) should simply use the object’s frame image size to calculate collisions. This of course will change in size during an animation if each frame is a different size. If you are using alpha channels with fine collision, I believe the collision uses any pixel that is NOT 100% transparent as a valid collision pixel.

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    Thanks guys, you're all right!

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