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Windybeard Games
Registered 14/04/2005
Points 219
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30th August, 2011 at 14:35:18 -
Hi
Any help with the following will be awesome.....
I have a large hand painted world (if you dont know then it means a solid hand designed world with no tiles or parts, 1 image) and i am trying to efficiently add collision detection to the edges, walls etc. I found the most obvious way which is lots of small invisible actives acting as the walls and world end etc however i am afraid that this is gonna eat away at the memory and boost file size dramatically, and taking into consideration this game is running at high resolution and the maps are reaching around 6000x6000 and possibly larger i hope you can see my concern.
I am using MMF2 HWA and i have been told that HWA will handle this with ease, but i would like some more opinions. Thanks in advance and any question i will answer quickly.
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Chris Burrows
Registered 14/09/2002
Points 2396
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30th August, 2011 at 16:10:41 -
You wouldn't have to use actives. Backdrop objects use much less memory and can be made completely transparent (set the Blend Coefficient to 255).
Another alternative, (if you want to do some kind of create collision detection when you need it sort of thing), you can create active objects where you want them, set their Blend Coefficient to 255(transparent), paste them into the background (as obstacle) and destroy them instantly.
"Paste into background as obstacle" works with transparent objects and will create invisible obstacles. Neat little trick.
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s-m-r Slow-Motion Riot
Registered 04/06/2006
Points 1078
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30th August, 2011 at 16:39:38 -
Yeah, I would say use background objects to make collision still possible, while using much less memory.
Be sure to set the Background Object Collision property as "Obstacle" instead of "None."
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Windybeard Games
Registered 14/04/2005
Points 219
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30th August, 2011 at 17:02:32 -
Excellent! thanks for the advice. Ill be posting a project page soon!
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