• Runtimes
  • two bounding boxes in game maker studio 2?

Related Discussions
...

So Im making a 2D platformer and i created a big bounding box around my my character to handle walking and jumping and stuff like that. the second i put on the bone for the characters sword. Thing is at run time game maker handles both boxes as almost the same hit detection. is there something i need to do inside spine to get game maker to recognize that the other bounding box is not for normal collisions? or is it something inside of game maker? ive also had the bounding box show up only when attacking but its handles as if the player is getting hit by the enemy not the other way around. I made a similar post on the game maker forums just in case i cant get help here. this is driving me up the wall though. :bang:

Hey Justin, sorry for the troubles. It appears that is how GameMaker handles bounding boxes in their Spine runtime. I could not find a way to tell GameMaker to ignore/merge/whatever bounding boxes as per the usage scenario. I'm afraid there's not a lot we can do on our end to fix this. Let us know if you get a workable reply on the GM forums!

well i was told to use a script to check for collision in a box but that box is created with code so it doesn't really work. does spine support placing an object right were a bone exists? if i can have a separate object act as a hitbox as long as it is in the same place as the sword's bone right?

Yes, Spine actually has explicit bounding box attachments you can attach to any bone on the skeleton. However, GM does not seem to expose those bounding boxes very well, which is probably why you got the suggestion of creating the bounding boxes in code.

Do you know if the functionality for two bounding boxes will ever be added?

I'm afraid we don't know what plans GM has for their Spine runtime.