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Thread: collision with alpha

  1. #1
    Clicker Fusion 2.5iOS Export ModuleSWF Export Module
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    collision with alpha

    This may sound like a stupid question, but is there any way to get mmf to ignore collisions with the alpha channel of an object? I have big shadows on some actives and the player collides with them, which isn't supposed to happen.

    Thanks!


    EDIT: Oops, just realised obviously a shadow requires some black and that's what is doing the colliding. Still, any tips on how to handle shadows for objects (non-shader)?

  2. #2
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    Make the shadow a separate object and just always match their positions.
    Working as fast as I can on Fusion 3

  3. #3
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    Done, but now if I have two objects close together (buildings) the shadows overlap. I can't seem to find a shader that blends both shadows together. I've tried making different shaped shadows depending on the position of the building but this doesn't work if the buildings are dynamic (destroyed/moveable in-game).

    Is there a shader that can blend two shadows? Another way to achieve this?

  4. #4
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    In just about every game I know, even professionally programmed games such as Mario, there exists that issue that overlapping shadows get darker where they overlap. I don't think you should see it as a problem
    Working as fast as I can on Fusion 3

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    As interesting as that is to know, I don't think this looks at all acceptable:

    buildings.jpg

    Unfortunately I need another solution

  6. #6
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    SOLVED:

    After some thinking I decided to make all the shadow actives opaque, put them on a separate layer and just make that layer semi-transparent. Why are the simplest things never obvious?

  7. #7
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    Even simpler (and using less layers -> faster game performance) just do Always: Bring Shadows to back.
    Working as fast as I can on Fusion 3

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