Quote: "Also another question, are there any faster ways of collision in 2d/sprite? I use Sprite collision command and external pixel collision (which slows the game extremely) are there any faster pixel collision commands (that can exclude transparency). "
I assume we are talking about a sprite where the actual graphic is not square as is the sprite containing it so therefore the collision will not be perfect.
Can't offer you a way to do it like that. Can offer you a much, MUCH more better way than checking against transparency (which I dunno if DBP supports with sprites anyway). Use 2D pixel-vectoring. It's what I used for collisions in my top-down shooter (which you can find on my site. Be warned, it's age-restricted). You can write one yourself - it's easier than it seems. If you want my source, I'll dig it up and explain the usage more detailed. It's very primitive though but relatively accurate and it's always given me very decent performance.
@Rudolpho: I think he means distance between to points which is valid in 2D. EG P1.x = 30, P2.x = 40, P1.y = 10, P2.y = 10 would mean the distance between the two players is 10 pixels. There's actually a formual for calculating distance based on any number of dimensions. It was in a thread read recently too.