The Daily Click ::. Forums ::. Klik Coding Help ::. Embedded Collision Masks in Active Objects?
 

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Jake G



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31st October, 2013 at 31/10/2013 07:55:19 -

Hey all!

I've heard there is some way to (within an active object) have an invisible collision mask set as the top ^ direction in the animation editor. Does anyone know about this method?

Jake

 
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UrbanMonk

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31st October, 2013 at 31/10/2013 21:45:36 -

It only works with custom movements because built-in movements perform their collision detection after the main loop.

Here's an example:
http://soapcow.com/uploads/hiddencollisionmask.zip


 
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Jake G



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1st November, 2013 at 01/11/2013 01:58:04 -

My movement is custom so that's a plus thanks for the link. I'm on my iPhone so I'll have to check it out when I'm in my iMac.

 
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Jake G



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1st November, 2013 at 01/11/2013 01:58:56 -

Just realised how very pro-Apple that last post made me sound...

 
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Riptide



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1st November, 2013 at 01/11/2013 15:51:50 -

Yeah i thought you were trolling for a sec

 
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Jake G



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2nd November, 2013 at 02/11/2013 00:14:18 -

Thanks UrbanMonk! I the tutorial is great.

Haha I know right, riptide. Truthfully I'm very neutral on the whole Microsoft v Apple thing I like both!

 
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2nd November, 2013 at 02/11/2013 16:42:41 -

No problem! Glad I could help!

 
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AndyUK

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2nd November, 2013 at 02/11/2013 16:47:49 -

I'm surprised you didn't use that already Jake. As far as I'm concerned that the only way to do collisions now! very tidy

 
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Jake G



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3rd November, 2013 at 03/11/2013 05:15:57 -

Ha, well the last game I worked on that could have benefitted from it was JR2 and I started that in 2008 and never really changed the engine during the development cycle must've been living under a rock!

 
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AndyUK

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3rd November, 2013 at 03/11/2013 18:56:47 -

To be honest I didn't start using it until after about 2007ish.

 
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Eternal Man [EE]

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3rd November, 2013 at 03/11/2013 19:34:01 -

I tend to use detectors for the player and go internalized for enemies and npc's.
Quite stupid practice actually.

 
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UrbanMonk

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4th November, 2013 at 04/11/2013 15:45:39 -

I've never used it. It's useful for some things I'm sure, but when you have a few dozen enemy types it can be tedious to make collision masks for all of them. Instead I use a single detector object for all of them and move it around.

It's less efficient though since it requires loops, but it's easier in some cases.

Also the active picture object didn't have fine collision detection for a little while, so mask wouldn't have worked for me at the time.

 
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