M
mizugori
Guest
Sorry if this is a dumb question. I am trying to have large curving walls in a scene, and I want collision on them (no objects should be able to pass through them.) At first I tried just putting a huge object, complete with it's own massive sprite, into the room for each wall. However, none of the less resource-intensive collision options are viable, only the "precise" collision mask option will work. (trying to use rectangle, oval, diamond etc. cannot get anywhere close to an accurate outline of the wall shape.) And I have several of these objects, and did I mention they are HUGE.
To make sure we are on the same page, imagine trying to do collision on a wall shaped like this:
(You can see how it would be difficult to simply apply a collision mask to an object like that blue line.)
I did the Shaun Spaulding ARPG tutorial and he demonstrated using a tilemap for collision. I was thinking this could be a much better way to handle the collision. In his tutorial, he uses a 32x32 image, which he colors the top right 16x16 pixels of. I tried to replicate this, and it worked, but 16x tiles are way too big to get a nice approximation of the curves of the walls.
So I tried making 8x8 or 4x4 size tiles (just yellow squares) for my collision tile, thinking I can draw a much closer map that more closely matches the actual outline of the walls, though it will take forever to paint. However - when I create the tileset and try to paint it onto a tilemap layer in a room, there is no yellow square to be found anywhere...
Here is my sprite / tile:
Then here is the tileset:
*I did try changing in the top right where it says 16x16, I tried making this 8x8, 4x4, etc to no avail*
Here is where you can see it has created that automatic checkered square in the top left that GMS2 does automatically, but there is no yellow square immediately to the right of it as there should be:
Can anyone tell me what I am doing wrong here? Maybe I am making some silly mistake with the tile, or maybe the whole way I am trying to solve this is stupid and someone has a better idea? I appreciate any advice.
To make sure we are on the same page, imagine trying to do collision on a wall shaped like this:
(You can see how it would be difficult to simply apply a collision mask to an object like that blue line.)
I did the Shaun Spaulding ARPG tutorial and he demonstrated using a tilemap for collision. I was thinking this could be a much better way to handle the collision. In his tutorial, he uses a 32x32 image, which he colors the top right 16x16 pixels of. I tried to replicate this, and it worked, but 16x tiles are way too big to get a nice approximation of the curves of the walls.
So I tried making 8x8 or 4x4 size tiles (just yellow squares) for my collision tile, thinking I can draw a much closer map that more closely matches the actual outline of the walls, though it will take forever to paint. However - when I create the tileset and try to paint it onto a tilemap layer in a room, there is no yellow square to be found anywhere...
Here is my sprite / tile:
Then here is the tileset:
*I did try changing in the top right where it says 16x16, I tried making this 8x8, 4x4, etc to no avail*
Here is where you can see it has created that automatic checkered square in the top left that GMS2 does automatically, but there is no yellow square immediately to the right of it as there should be:
Can anyone tell me what I am doing wrong here? Maybe I am making some silly mistake with the tile, or maybe the whole way I am trying to solve this is stupid and someone has a better idea? I appreciate any advice.