EDIT: the solution to my concern is that yes both the calling instance and the obj_checker need "precise per frame" selected but the calling instance can (and I assume usually will need to) use a different sprite for its collision mask. That mask can be any shape you want it to be. I'm a noob!
Hi PixelatedPope,
I posted this on the itch.io page and
here as well but I thought you might not see my questions on Nocturne's thread and maybe you'll get it sooner here than on the itch.io page.
First, thanks for all you do for the GM community. Can you help me with something I don't quite understand with this method (which looks awesome btw)? In tile_meeting_precise you use place_meeting with precise collision checking selected for the obj_tile_wall collision type. First question: to use precise collision checking, both the obj_tile_wall
and the calling instance have to have precise selected under the type of collision mask, right? That's what the manual says for place_meeting (
http://127.0.0.1:51291/index.htm#t=...rhsearch=place_meeting&rhhlterm=place_meeting).
That should make the collision mask identical to the shape of the sprite, right? If that's right, how did you get the collision mask in the example game on the
TDMC itch.io page to not include the sprite's hair? Are there two objects (the character and the green box) that move together with only one (the green box) checking for precise collisions? This is obviously important for our favorite genre of game (2.5d top-down) as you don't want the character's head running into wall above him which would undermine the fake 3d look. I don't see how this problem is solved just given the code posted on the yoyoblog and itch.io.