Multiple Collision Polys
by Matt Huston · in Torque Game Builder · 07/18/2006 (5:11 pm) · 2 replies
I am currently prototyping a game in TGB. The games main characters animation is similar to that of Street Fighter or Mortal Kombat. I require either multiple convex collision polys or 1 concave collision poly. I actually also need them to be animated but I have already implemented that bit. Similar to the above games and MUGEN fighting system, I have a different collision poly for each frame of the characters animation. Its a bit tedious but it works and Neo Binedell's bone system was a bit overkill and the style of graphics the artist is doing wouldn't workout with his type of system.
Has anyone created or have some insight on creating something like this? Here's a picture of an example of what I would like to do.

Has anyone created or have some insight on creating something like this? Here's a picture of an example of what I would like to do.

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www.atomicbanzai.com
#2
I have my character which is 64x128 pixels with the actual sprite. The "body" collision polygon is there. I then have 2 completely blank sprites, same size 64x128 mounted to 0, 0 of the "body" sprite. These being the "left leg" and "right leg" collision polies. These at least takes care of having to relocate the size and dummy objects, I will still of course have to animated the collision polygon per frame though, but that part I already had figured out. And I suppose later on, it will be easier to check on which poly was collided with, the body, the left/right leg.
07/19/2006 (7:49 am)
Thanks, I think that is what I will do. I am still testing it but so far it works to my needs.I have my character which is 64x128 pixels with the actual sprite. The "body" collision polygon is there. I then have 2 completely blank sprites, same size 64x128 mounted to 0, 0 of the "body" sprite. These being the "left leg" and "right leg" collision polies. These at least takes care of having to relocate the size and dummy objects, I will still of course have to animated the collision polygon per frame though, but that part I already had figured out. And I suppose later on, it will be easier to check on which poly was collided with, the body, the left/right leg.
Torque Owner Philip Mansfield
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It'll be a bit tedious as you'll need to relocate the position and size of the dummy objects during every frame of animation.
There was talk of allowing multiple collision polys without needing dummy objects, but I don't know when that feature is likely to make it in.