You could do all that with ... spawning invisible collision sprites and such.
[quote:1e6o0ltj]Now, to get that accurate, you have to use an image point or create a sprite for each part of his body or an invisible collision sprite for each part of his body. All of these things feel like work-arounds to me.
It's not really a workaround but yes I can see how juggling many collision boxes could be a lot of work.
Let's just look at the alternatives for a moment. If multiple collision masks were introduced as a feature, how would they be implemented? You would still have to draw the box, if not a full-on mask. You would have to make sure they were aligned properly on each frame somehow. If you look at the current state of sprite collision masks this can be a bit of a chore as it is! Let alone the fact that moving a sprite's mask away from the hotspot causes misaligned collisions.
But let's just say you could move a mask around wherever you wanted. You would have to go through frame by frame in your animation and line each mask up in it's proper spot. Either that or set hotspots and tell Construct to line them up at runtime. So... it's not going to really be a whole lot different to set up than the methods you would currently use, the only difference is that the hitboxes are built in to the sprite instead of being separate objects.
It seems to me like a feature that not very many people would be using all that often. Sure, some people would find it useful on occasion, but for the most part people really only need one hitbox for their sprites. I don't see that changing the fundamental way that sprites and other objects collide and coding in extra editors and whatnot into the IDE would be justified by just a few people needing it on rare occasions.
Of course, in this day and age of plentiful plugins, someone might be able to make a Hitbox Object that you can attach to another object, that manages however many collision boxes you need all in one package. I think that would probably be the best solution, if you can find someone to code such a plugin for you. Otherwise using invisible detectors isn't really a bad thing. It's something that's done a lot in gaming.