Next, make it so we can move through this object, but not go back through the other way. First, replace the graphics with the same one we used for the walls: It will have the same effect as it would have if the collision shape was the exact shape of the spike image. Let’s work around that and create the shape shown in the image instead. ![]() We can’t create concave shapes because it greatly increases the processing power required to run our game. Note that our collision shapes must be convex. Since the enemy isn’t a perfect triangle, click the plus sign in the upper right part of the collision shape editor window to add a collision point. So, leave a little leeway when designing your collision shapes and you will increase your fun factor for your game. That moment when they think – “I can’t believe I just lived through that”, they experience a lift in their excitement level making your game more fun, and putting the achievement on the player. This way we don’t run the risk of the user feeling cheated when they get killed, then deciding the game is unfair.Īlso, when you give the user leeway with collision shapes they experience excitement when they have close calls. Whenever we create collision shapes for enemies, we want to make sure they are just a bit forgiving. The enemies don’t have to have an exactly precise collision shape unlike that of the character. Now let’s edit the collision points for the enemies: the spikes.ĭrag the points so it reaches the end points of the shape. When you are done editing collision points for an object, simply close the window. We can subtract points, and we can reset the image if we mess things up. We can move the points around to get a more precise fit. ![]() We can choose between a polygon shape and the circular shape we have now. If the collision shape isn’t the same as that of our character, for example, if the collision shape is square, we can edit it using some of the options in the upper left of the editor. ![]() You can move the side dot to resize the collision shape of the circle. Simply drag it from the middle (the collision shape) and put it in shape, so that it is centered. We clearly have the right shape already because our character is circular and we replaced it with a circular graphic. What we want is for the collision shape to match the graphic. It is what Buildbox uses to determine if it hits something. You’ll notice almost immediately that our collision shape is off. Holding the spacebar down while we click and drag will move the editor around. ![]() Similar to any editor in Buildbox, the mouse scroll button will zoom us in and out. Simply resize the window to increase its size. We are now going to make our object nice and big in the editor, so we can get as precise as possible. You will need to Click on that button to open the collision shape editor. You will see the global options appear in the options panel to the far right directly above the default animation.ĭirectly above the default animation of any object and character there is the button for editing the collision shape. We are going to start building our character and to do so, you will need to select the character located in the assets panel to the far left. We have to determine the collision shape for Buildbox to recognize it. Just because you have a circle for an image of an object, doesn’t mean that Buildbox automatically realizes that the object is supposed to be circular. Collision Shapes are what Buildbox uses to decide when objects interact.įor example my character looks like it hits the wall and has stopped because the collision shape of my character has collided with the collision shape of the wall, and so without collision shapes the graphic for my character would just fly off the screen and it would be no fun. First, let’s talk about Collision Shapes.Ī collision shape is the shape of an object as “seen” by the collision/physics engine. We will bring a new enemy into our game and bring it to life by going into great detail on the object settings and the object components. Here in chapter two, we will work on the foundation of level design and discuss editing the collision shapes for our new graphics. So far, we used creator to build a playable skeleton of a wall jump game, we dropped in a ton of graphics to customize it including our menus.
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