Reply to Re: overlapping hitboxes + touch()
If you don't have an account, just leave the password field blank.
Nice, although does that script also factor in set_sprite_info lines when generating mkbounds, or just hitbox information for load_sequence lines.
Also the weird thing is, in game, the right and bottom hardbox edge are 1 pixel less than actually what is defined in Dink.ini. Well, it works like this: If a right and bottom hardbox value is set to let's say 20, when dink is standing against those edges, he is literally standing at x=20 or y=20 relative to the sprites depth dot (should be at 21, 20 is where the hardbox edge should go up to). The left and top edge don't do this. E.g if left and top edge are -20, Dink is standing at -21 when he is against those edges. That's just how the Dink engine works. I factored this in when I did hardbox detection in Push and Pull by just doing the hardbox info but -1 on the right and bottom edge. It's being really exact, and probably not gonna notice 1 pixel difference, but whatever.
Also the weird thing is, in game, the right and bottom hardbox edge are 1 pixel less than actually what is defined in Dink.ini. Well, it works like this: If a right and bottom hardbox value is set to let's say 20, when dink is standing against those edges, he is literally standing at x=20 or y=20 relative to the sprites depth dot (should be at 21, 20 is where the hardbox edge should go up to). The left and top edge don't do this. E.g if left and top edge are -20, Dink is standing at -21 when he is against those edges. That's just how the Dink engine works. I factored this in when I did hardbox detection in Push and Pull by just doing the hardbox info but -1 on the right and bottom edge. It's being really exact, and probably not gonna notice 1 pixel difference, but whatever.