bounding box

  1. W

    Multiple Bounding Boxes Example And Feedback Please

    Not sure If this the the best place to put this but I wanted to share and maybe get feedback on my multiple bounding box collision code. Here is picture with two bounding boxes. I use the blue one to detect collision (top or bottom) with tiles to set character depth accordingly (To be in front...
  2. Kezarus

    Spine bounding box and image scale

    Hi everyone! I need my bounding box to be a fixed size (256x256) for a combat grid system. I did that to everything but the characters. Now I'm having a problem with my Line of Sight system. I use image_xscale and image_yscale a lot on an object that uses a sprite that is a Spine skeleton. If...
  3. J

    Some instances working, others not.

    Hello there, second post. I plan to be quite active on this forum as I'm also teaching my niece GML. I'm having trouble with my instances, I'm making a platform game with ladders similar to donkey kong, but only some of the instances are working. In order to do the collision detection I have a...
  4. Skull_k

    HTML5 Spine bounding box with HTLM5 : Bug ?

    Hi, I did some tests and i think there is a bug on bounding box from spine in html5. So, I imported in GMS2 a skeleton from spine without a bounding box. I used draw_rectangle (bbox_left, bbox_top, bbox_right, bbox_bottom, true) for the red rectangle. Compiling for windows : OK Compiling for...
  5. T

    GMS 2 Bounding box 1px smaller than should be

    I am moving from GMS1.4 to GMS2, and I noticed that the value of bbox_right and bbox_bottom seems to be off by 1px in two versions. For example, for a 16px * 32px sprite for a full mask, one would expect that: bbox_bottom - bbox_top = 32 bbox_right - bbox_left = 16 Which is I think the...
  6. Retron84

    GML Finding and comparing corners of a bounding box

    I want to compare the corners of the bounding box and see if one corner is colliding with a wall and if one is not so that I can nudge the player so that they "slide" a bit to make moving through small gaps easier. I know of the bbox commands but I can't see how to use them to get the length of...
  7. Y

    GML (SOLVED) While using draw_sprite_ext to upscale sprites, bounding boxes do not scale along.

    Hello community, I hope the picture speaks for itself: to keep the texture pages small and optimal I decided to upscale every sprite by a factor of 3, so I can make the game 1080p and work in high resolutions while keeping a pixelated look and feel. My game takes place in a physics world but...
  8. C

    GMS 2 Mask-based non-tile collision

    Using v2.2.0.343 Steam Runtime v2.2.0.258 I want to create a collision detection system so that my character can walk 8 directions in the world by having a "walkable area" mask_index for each level. getting the player inputs means that inputHorizontal will return -1 if A is pressed, 1 if D is...
  9. D

    GMS 2 multiple bounding boxes with Spine animation

    Just a quick question. Is there a way to specify a bounding box for Spine animations when dealing with collision functions? Like, for example, if an object has two bounding boxes (hit box and attack range), is there a way for another object to only react to being attacked if their hit box...
  10. H

    GMS 2 Can a bounding box be changed at run-time?

    Using GML, is it possible to stretch and shrink an object's bbox dynamically?
  11. NicNamSam

    GML Why does image_xscale = -1 shrink the collision/bounding box?

    When a sprite is flipped with image_xscale = -1, the collision box is shrunk by one pixel on the left. I am using the manual rectangle mask for the box. When image_xscale = 1, everything is fine. I tested this with a 4-pixel- wide sprite, using "full image" for the mask. When it is flipped, I...
  12. M

    Help with Collision Masks

    Hello all, I need some help with Collision Masks. I created a sprite and converted it into a tileset. I then placed the mask around the borders of my map to create a collision mask. My problem is when I move my Character (object) to test, it interacts with the mask but seems to act funny and...
  13. K

    Sprite Collision : Precise + Manual?

    Originally in GMS, you could use "Precise" collision mask with Manual. Using Manual, you can set a scope of which portion of the sprite to be precise on. Is this funcationality still around? If not, will it come back? If not, why was this removed? Thanks!
  14. andev

    Legacy GM [Solved] Text doesn't work with bm_subtract?

    This is what I'm getting when I try to subtract text from a surface: If I mess with my alpha settings, I get this: Which tells me the entire bounding box is being subtracted? PRE-EDIT: While I was writing this topic, I thought I'd just try putting draw_set_alpha_test(1); and that did half...
  15. A

    Collision against any pixel of object, ignoring bbox

    I have an odd situation in which I need to check if a pixel is in ANY way covered by other objects even if their bounding box is far away. An example I'm currently facing is a tree that is 100+ pixels tall but the bounding box is a small square only at where the trunk meets the ground (so...
  16. M

    Super Smash Bros Kaboom Development Help

    I am making a SSB fan game and would like it to take off more. I need more developers than just me. I need some one who can deal with all the fighters' sprite origins and bounding boxes to make the characters play smoothly. Here's the link to the editable file so you can look through the code...
  17. BerserkMecha

    Legacy GM Question with Sprite Bounding Boxes

    When using the draw_sprite_ext function, is the sprite's bounding box changed when the angle is changed or the x scale and y scale is changed? Game maker's manual says that the sprite's resource isn't changed, but I can't tell if that means the bounding box or not.
  18. trebor777

    GMS 2 Bbox_Left & Negative 'X' Speed

    Hello. I'm hunting bugs in my projects, and I struggling with some rounding issues and the bbox_left variable. Somehow, bbox_left uses a float value as a reference point, despite my x being set as an integer value in my code. here's a bit of logging I do every frame: // Frame X:313 DX:4...