Does Separating Collisions Decrease Chances of Glitches?

Non-platform specific questions.

Does Separating Collisions Decrease Chances of Glitches?

Postby happyjustbecause » Fri Jun 08, 2012 5:33 am

I think I may have just assumed this could be way of preventing glitches with collisions, but does having "left", "right", "top", and "bottom" separate rather than as "any side" make any difference in the game? Or is it just a waste of code and such? I think I did this because I saw not to have "any side" for collisions with the ground and a player, but does this matter for other things? I think that was just to prevent sticky walls, but I might as well ask this question.
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Night Knight Development Thread
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Re: Does Separating Collisions Decrease Chances of Glitches?

Postby skydereign » Fri Jun 08, 2012 3:57 pm

Separating the collisions allows you to have more control, and you can prevent certain problems you would otherwise encounter. But at least for me, it makes more sense to split them into different events (colliding with the ground is rather different than colliding with walls). I usually use three collision events, one for the top side of the ground (resets the animation if jumping), the walls (uses the anti-stick code, and sometimes wall slide/wall jump), and the ceiling (just stops you).
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Re: Does Separating Collisions Decrease Chances of Glitches?

Postby happyjustbecause » Fri Jun 08, 2012 4:27 pm

But would this matter for something like an arrow hitting an enemy, would you use

Script Editor: arrow -> Collision "any side" of enemy

or would you still separate it as left and right, top, and bottom?
For small creatures such as we the vastness is bearable only through love.
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