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 [ 6 posts ] 
hit testing accuracy 
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Joined: Sun Feb 12, 2012 7:48 pm
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Currently Playing: super smash bros brawl
im looking for a way to get more accurate hit testing on a platformer im making. hit test point still isnt accurate enough for me, any suggestions


Mon Apr 29, 2013 9:43 pm
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Joined: Fri Jan 02, 2009 6:02 pm
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Currently Playing: Deep™ The™ Game™
What shape are your collision boxes

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Fri May 03, 2013 3:10 am
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And by that I mean are they all square or are you trying to get funky

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Fri May 03, 2013 3:11 am
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Tid wrote:
And by that I mean are they all square or are you trying to get funky


uhh i guess they are square if that is the default when using hitTestPoint();
i kinda got it to work but it looks bad and there is a bug that makes the character go to the highest y coordinate of the stage. i dont know what causes is


Fri May 03, 2013 7:57 pm

Joined: Fri Nov 29, 2013 10:24 pm
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Thanks for sharing information.


Fri Nov 29, 2013 10:26 pm

Joined: Sat Dec 15, 2012 10:45 pm
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Country: United States (us)
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igotnolife wrote:
Tid wrote:
And by that I mean are they all square or are you trying to get funky


uhh i guess they are square if that is the default when using hitTestPoint();
i kinda got it to work but it looks bad and there is a bug that makes the character go to the highest y coordinate of the stage. i dont know what causes is


Did you use "=" when checking something instead of "=="? :?:

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Wed Dec 11, 2013 6:26 pm
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