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This is just a thought I had. Does anyone know if there's any way to use object masks for determining accessible areas of the map instead of tile based collision detection. This would make using large images for backgrounds much simpler. Perhaps it could be done if the background moved instead of the character? I admit I have very little knowledge of Coldstone, so don't jump all over me if this is a totally ridiculous idea.
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There aren't really any object masks though I see where you are going with this. The closest thing you will get is by making an animation and adding a collision sphere to it. I'm not sure if you can place this anim straight in or if you have to make it an NPC for the collision sphere to work. I agree that object masks would help a lot but unfortunately CS doesn't support them.
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It has to support a form of object masking if it can make white areas transparent. I have a feeling that there's some way to do this...
Collision masks can't be done here, this is not uncommon in other tools ( (url="http://"http://www.tntbasic.com/")tntbasic(/url), (url="http://"http://www.sawbladesoftware.com/green-machine.html")green machine(/url) ) but for the most part, they began with this sort of functionality and direction.
CGE has been grid based since its inception, and it still is.
Stamps placed with collision spheres are likely to give somewhat satisfactory results(assuming it works), unless of course CGE disregards them.
but the bottom line is that you cannot use masking for collisions
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(This message has been edited by ellrx (edited 02-01-2004).)
masking might be a more accurate way to do collission detection, but when using one large background image one can set the grid to small squares te be more accurate. Could have some drawbacks though, but i never encountered them. (But must confess I still did not make that much with coldstone, cant wait to see the update)