happyjustbecause wrote:So there isn't currently a way to do something like you explained (wire frame)? That seems to be a large issue, what do you think of this collision method skydereign?
That problem is the reason I'd never use this method in my games. It works great for simple platformers, but it prohibits quite a few ways of making your game more interactive. There are as I mentioned some ways around the problem, but none of them I have found acceptable.
happyjustbecause wrote:Do you think this is a good method for collisions, it at least looks very nice to me, but if there are large problems with it, I don't know if I should use this one over another one I could maybe use. I want to rework the collision method I have, but I want to use the best one possible, at least the best one at my current skill level.
I prefer using a bounding box actor, and all that that entails. It isn't perfect though, no method so far is. So you really have to compare the problems with each method and decide which is best for your game. If though I can get the CollisionFree2 function working, then we would be able to bypass the one major problem with the CollisionFree method.