Hello guys)
Recently I wanted to implement oldschool pixel-perfect collision in GM and found a few nuances I possible forgot.
Indeed, it's a bit complicated, but as far as I have got only pseudo-code I don't think it should go to Advanced yet...
Ok, the modified idea is quite simple:
1) have a copy of the main sprite size (e.g. unto surface)
2) XORPUT the main char --> if it's not empty then COLLISION
But given the fore/background It would be better to have a clean surface at the main sprite position with all the enemies redrew via XORPUT. My point is, how tangible it is and what estimated workload would be? I mean if drawing off the surface will not affect the speed then it should be quite fast or else...
So, has anybody implemented anything similar or have an idea to spare?
Namely, I would like to replace multiple collision checks with a single 'non-standard' checking.
TY
HOW-TO pixel-perfect collision
Started by DZiW, Mar 25 2012 10:28 AM
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