So, Hi there
I'm having some troubles with collisions,
I'm making a platformer game, with semi-randomly generated worlds,
I said semi, because it just randomly picks premade structures, not make them from scratch.
So for example,
let's say some of the premade structures I have is this:
That is just a .png image.
I could just edit the collision box, but I would need 12+ collision points,
and at that point the engine starts telling me that's a bad idea..
Even more considering I use 10 or 20 of those on a stage.
How could I set the collisions better/properly?
You could just use invisible dummy sprites.
I thought that,
but as I said I'm not making the levels, they are generated randomly,
how would I know where to put them?
Ahhh. I should really be more careful when reading a post Totally missed the randomly generated part.
The only other idea that comes to mind is to build your structures from smaller geometric primitives. That way, they can all have a default collision mask, and you can attach them based on (multiple) image point location.
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If you break your collision objects down into basic shapes such as triangles or squares and make them invisible you could run a script at the beginning of the layout to pin each collision area to the correct shape (sorry bout the pseudo script but something like)
On Start of Layout - Triangle_Object - spawn Triangle_Collision on layer 0 (image point 0)
For each Triangle
I don't know if it would be more or less efficient than other methods though as I guess you'd essentially be doubling your objects.