If its not needed then there's no reason to change it. I'm a believer in "if it ain't broke don't fix it" On Tue, Jul 14, 2009 at 4:03 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > rad, yay for work arounds. > > im really tryin to push off the changing collision to full on shapes > instaed of just a point for the player, thats gonna be a lot of work. > > maybe after animations, shaders, sound support and getting the editor how > we want it hehe :P > On Tue, Jul 14, 2009 at 3:59 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> That should work. Thanks. >> >> On Tue, Jul 14, 2009 at 12:49 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> Hey Kent, >>> >>> For the spiketrap collision how about instead of making a touch event on >>> the spikes, just use the touch event on the tile to know if the player is on >>> the tile or not when the spikes are above the "pokeability height". >>> >>> basically like... on touch of the tile where it starts the spikes coming >>> up, set "PlayerIsOnTile" to 1 (different from the spikes goin up). If the >>> touch end event happens, set the "PlayerIsOnTile" to 0, but let the spikes >>> keep doin their thing. >>> >>> Then, in the tick for the mob, if the spikes height is above some height >>> (whatever the minimum height is that should cause damage) and the tile trap >>> hasn't yet done damage to the player this "spiking", do damage to the player >>> (the "hasn't done damage yet this spiking" is to keep it from continually >>> applying damage to the player when they stand on it and the spikes are up). >>> >>> What you think? >>> >> >> >