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
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