2D fighting bounding boxes

Posted by user36420 on Game Development See other posts from Game Development or by user36420
Published on 2013-10-26T17:32:21Z Indexed on 2013/10/26 22:17 UTC
Read the original article Hit count: 235

Filed under:
|
|

I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications.

None of this has yet been implemented but is all theory.

My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.)

With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient.

While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

© Game Development or respective owner

Related posts about 2d

Related posts about collision-detection