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Thread: Using Collision Mask For NPCs Instead Of Detectors

  1. #1
    Clicker Fusion 2.5 (Steam)Fusion 2.5+ DLC (Steam)

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    Using Collision Mask For NPCs Instead Of Detectors

    Has anybody successfully used the collision mask detection functionality (found under Storyboard Controls in the event editor) as a replacement for having collision detectors for, let's say, enemies in a platform game? I've read hints that it can be done but I can't seem to get anything to happen when I try it - it would be a much more efficient and flexible way of achieving hit detection than having each enemy use a detector. Anyone?

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    Clicker Fusion 2.5 Developer

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    I've certainly never tried it, but I see no reason why you couldn't (although it's definitely not more flexible).
    The potential issues that immediately spring to mind are:
    * it would obviously only work with backgrounds, so you'd still need detectors for moving platforms etc.
    * it would essentially be like using a 1px detector, which is not always ideal (sometimes you want a detector to be wider, to avoid falling off a cliff prematurely, or taller, to detect obstacles at head height).

    If you can live with those limitations, go for it.
    If you were making a grid/tile-based game, you could even make a system that doesn't use any detectors or the collision mask or anything - just looking up values in an array instead.

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