Conversation
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Opaque pixels are not removed, but rather it looks like in the original game (and what I tried to model in this remake) is that when the collision detection happens, it first checks to see if the bounds of the images collide, and if so, depending on whether or not the entities support pixel perfect collision detection, it will then do pixel perfect collision detection to determine if they collided or not. |
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The only thing I wonder about is that if this is true, and it always used the standing image for collision detection, this means that even when parachuting it'd be impossible to get a kill by shooting the parachute. I'm curious if in the original it was possible to kill that way or not, I need to check into that |
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Yeah, originally always the standing man sprite. Based on that idsay that shooting the parachute was not possible. Also I have faint recollection of shooting down parachuters being a pain in the ass, could be wrong though. |
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While I agree that it looks like the original code uses just the first image for collision, they said in the discord that it was possible to kill a parachuter by shooting the parachute, so further investigation is needed to figure out how both of these things were supported |
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Thats interesting. Yeah some further investigation needed. |
closes #44
in original source the bounding box was always based on the 0th image (standing man)
All the gif files have the same resolution, so I suppose the
images::get_imageautomatically removes fully opaque pixels or something?Nevertheless, changing to the standing image allows the man to stand in between the hangars in Katala.