I can't really say specifics on pixel perfect collision checking as I haven't done that one myself in Gamemaker. Originally posted by BOYCOTT S-T-E-A-M!:They might just be using square collision boxes and / or they could just be using few enough that it doesn't affect their performance. So if you're just doing something that would have ~30 enemies and effects totalling ~250-500 some objects you probably won't have much issue using non-square collision boxes. Despite the enemies originally using a circular collision box everything ran quick well, but would bog down once the object count hit around 1,500+. I have a top down shooter that has around 300+ enemies on it everyone shooting bullets everywhere. You didn't give much information so I used a worse case scenario answer. Honestly, I wouldn't worry too much about the collision stuff in your games. Time to move on from slow and messy object based collision My previous video on tiled collision: Due to the use of tilemaps this method doesn’t apply to GameMaker Studio 1.x. (Not sure if thats how they did it in that game, but just putting it out there.) Build a pixel perfect platformer using tile collision which handles arbitrary slopes. So when you click on an area of the map it would check on the other map image and see what color that position is to determine if you can move there or not. One color being terrain you can walk on and the other color being terrain that is impassable. For instance with something like Baldurs Gate they could be using a seperate image composed of two colors.
![game maker studio 2 collision game maker studio 2 collision](https://marketplacecdn.yoyogames.com/images/assets/5845/screenshots/14763_original.png)
There are multiple ways to handle different types of collision checking and the like as well. They might just be using square collision boxes and / or they could just be using few enough that it doesn't affect their performance. Hey GameMakers Pixelated Pope here, and today I want to show you a method for building your games collision using a blend of tile-based collisions and object-based, precise collisions for the best of both worldsFirst, real quick, let’s break down just a few pros and cons of both methods.