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Cidiomar

Perfect Pixel Collision [Updated]

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Perfect Pixel Collision

by Cidiomar R. Dias Jr

 

One great feature of pro game engines is perfect collision checks, and the most perfect collision is the pixel based collision.

Now you can use this in RPG Maker VXAce.

This system is able the verify all sort of Sprite configuration, be it zoomed, rotated or translated in any coordinate.

There are an helper script that help to integrate this with events, to check collision between events with events, picture with picture or event and picture.

 

Before checking pixel collision, the system check the bounding box of the sprites, avoiding lag.

The most heavy operation is with rotated sprites, so be careful.

 

You can get this system here: http://rgss3help.tk/?p=157

License: http://rgss3help.tk/?page_id=159

Demo: http://dl.dropbox.co...ionDetection.7z

Enjoy. ^ ^

 

EDIT: I've found an error: the script wasn't handling mirrored Sprites, it's now fixed!

Demo and Script in the Blog Updated.

 

 

Edited by Cidiomar

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Thanks every one ^ ^

I plan to create more scripts to rise the power of RGSS3, so any suggestion will be welcome, please feedback.

Edited by Cidiomar

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Hmm I can extend a lot of existing functionality using this...maybe.

 

Tested it on a couple examples, works great.

 

I wonder how many events I can have before I start lagging lol

Edited by Tsukihime

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Lol I combined this with my Picture Wrapper to make it easy to control images and it works great

 

Now you can create a bunch of spinning bars just by making a couple make_pic calls and then have events checking whether you touch a bar or not. If you do, then you lose!

 

Btw why does it open the RGSS console everytime there's collision?

 

Ukkvl.jpg

Edited by Tsukihime

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