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This is something I've been trying to figure out with no luck, but I know folk here will have thought of a solution for this already!
I have a part of my project where the player is suddenly quite big -- the best analogy I can come up with is a top-down 2D shoot-em-up, but the player's spaceship is quite big.
No problem with the big sprite, the sprite sheet gets divided up properly, but as you know the game only recognizes the one 48x48 square as the "hit box".
The problem here is, I need the spaceship to have a larger actual "hit box" so that if the sprite collides with something, the game will recognize the collision at the edges, and not just at the core little 48x48 box.
In previously working with large sprites, I just used blank dummy events around the core event to mimic the space the sprite would take up, and that works fine, but not for an actor actually being controlled by the player.
Hope that's a clear enough description of the problem, and hoping someone has some thoughts! It's an interesting problem.
Thanks


I have a part of my project where the player is suddenly quite big -- the best analogy I can come up with is a top-down 2D shoot-em-up, but the player's spaceship is quite big.
No problem with the big sprite, the sprite sheet gets divided up properly, but as you know the game only recognizes the one 48x48 square as the "hit box".
The problem here is, I need the spaceship to have a larger actual "hit box" so that if the sprite collides with something, the game will recognize the collision at the edges, and not just at the core little 48x48 box.
In previously working with large sprites, I just used blank dummy events around the core event to mimic the space the sprite would take up, and that works fine, but not for an actor actually being controlled by the player.
Hope that's a clear enough description of the problem, and hoping someone has some thoughts! It's an interesting problem.
Thanks


