Searching around the forums I saw that over the years many people have had issues with DBP's sprite collision system.
I was wondering if anyone happens to have a bounding box collision algorithm that works a bit more often than the one used by DBP?
The code below only seems to work 1 in a few hundred times, which is unacceptable for a bullet hell game.
for t=2000 to 2250
if sprite exist(t)=1
collide = sprite hit(t, 0)
if collide < 1250 and collide > 1000
delete sprite t
delete sprite collide
endif
endif
next t
Originally I was going to use sprite collision(), but after that didn't seem to work well, I switched to sprite hit(). After reading up on the differences between the two and looking for an algorithm on the forums for better sprite collision, I decided that I don't need pixel perfect collision, bounding box will do. It is a bullet hell game, there is going to be so much going on they probably won't notice that I am using bounding boxes.
EDIT:
For those who may wonder, 2000 to 2250 is the valid range of sprite numbers for the enemies and 1000 to 1250 is the valid range of sprite numbers for the missiles.
Love,
Zell Faze