After wrestling with why my box in a game wouldn't go exactly against a
wall in Construct (it stops a pixel away from it), I've come to realise it
has to do with Per Point collision detection. It seems it doesn't actually
do it per visible point, but extends itself a little further. I've written
more about it in the attached .cap-file.
It will get really ugly in something like a pixel-graphics game when it
does this. I'd prefer to be able to use per point because of the way I've
worked before rather than settle for bounding box; it would greatly help if
this was fixed...
Ashley
Collisions
Bug report
Public
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Date: 2009-11-04 21:05 Appears fixed in next build. |
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Date: 2009-06-22 20:29 Cool. |
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Date: 2009-06-22 20:07 Hello! |
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Date: 2009-06-22 19:09 Just an update: I made an entirely new box within my game and collided it |
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Date: 2009-06-22 18:55 But this just points to inconcistency in the bug. In your CAP you've just |
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Date: 2009-06-22 18:20 I've uploaded a new file demonstrating there is no bug. I still think it's |
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Date: 2009-06-21 22:34 http://www.konjak.org/perpixel.cap |
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Date: 2009-06-21 22:26 But it's fixed by changing to bounding box... ? |
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Date: 2009-06-21 22:24 As far as I know the per-pixel collisions are working fine. To prove that |
| Filename | Description | Download |
|---|---|---|
| perpixel.cap | Per Point collision inaccurate | Download |
| collisiontest.cap | File demonstrating no bug, 0.99.3 | Download |
| Field | Old Value | Date | By |
|---|---|---|---|
| status_id | Open | 2009-11-04 21:05 | ashleysbrain |
| close_date | - | 2009-11-04 21:05 | ashleysbrain |
| resolution_id | None | 2009-11-04 21:05 | ashleysbrain |
| status_id | Pending | 2009-06-22 20:29 | konjak |
| close_date | 2009-06-21 22:24 | 2009-06-22 20:29 | konjak |
| File Added | 331957: collisiontest.cap | 2009-06-22 18:20 | ashleysbrain |
| status_id | Open | 2009-06-21 22:24 | ashleysbrain |
| close_date | - | 2009-06-21 22:24 | ashleysbrain |
| File Added | 331829: perpixel.cap | 2009-06-21 20:46 | konjak |
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