Custom Collision Zones

KrakenCMTKrakenCMT Member Posts: 22
edited November -1 in Working with GS (Mac)
My first post here, so go easy on me! :)

I'm starting my first game with my buddies and I'm trying to figure out if there's any workarounds for the circle and square collision shapes. I checked the forums to see if this is possible, but didn't find much info on it. Basically I'm trying to figure out if there's a way to skew the collision zone a bit, kind of like a trapezoid. I want to make an actor in the shape of a trapezoid so I can stack them a little differently and maybe make some destructible bridge shapes. Is there any way of doing this?

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    No pixel collision yet, but it's coming. Right now, you're restricted to making custom shapes with squares and rectangles and circle collisions. If you can work something out by combining them together to make a shape, that's about all you can do at this time.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Just to be clear I don't think we are getting pixel collisions. Just more shapes. http://gamesalad.com/corporate/roadmap/
  • jb15jb15 Member Posts: 602
    If you need it, try Corona. It's code--but lots of potential, especially for custom collisions.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    jb15 said:
    If you need it, try Corona. It's code--but lots of potential, especially for custom collisions.

    This is not the place. Everyone of course is free to check out any SDK they want and they should. but you do not need to promote other SDK's on this site every time someone asks for something not yet available.

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  • mangaroomangaroo Member Posts: 419
    as SlickZero mentioned you can do it by creating individual actors for the shape...trapezoid would be good and you would need to do that anyway if you wanted different parts of it to collapse (unless you animate it but then no physics) ...all depends on what u want to do good luck :) (group them and constrain their offsets so they act as a single object you drag and drop)
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