Jogimus, well done. Yes the box collision seems to work if the checking order is reversed. However, try this code using a polygon. Very buggy. Guys, we need this fixed fast, this does not work at all.
SetVirtualResolution(1280,720)
SetPhysicsDebugOn()
LoadImage(1,"image.png")
CreateSprite(1,1)
SetSpritePosition(1,400,200)
SetSpriteSize(1,50,50)
SetSpriteShapePolygon(1,6,0,70,-5)
SetSpriteShapePolygon(1,6,1,-119,103)
SetSpriteShapePolygon(1,6,2,-218,47)
SetSpriteShapePolygon(1,6,3,-280,85)
SetSpriteShapePolygon(1,6,4,-360,38)
SetSpriteShapePolygon(1,6,5,-119,-113)
CreateSprite(2,1)
SetSpriteSize(2,50,50)
SetSpriteShapeCircle(2,0,0,20)
do
SetSpritePosition(2,GetPointerX(),GetPointerY())
if GetSpriteCollision(2,1) then print("Collision")
Sync()
loop
UPDATE: My workaround is to create my collision shape as an image and use SetSpriteShape(sprite,3) to create this shape. This looks to be working, but means creating images for collision shapes I was hoping to only use dummy sprites for. Looks like the problems exist in SetSpriteShapeCircle, SetSpriteShapeBox, and SetSpriteShapePolygon only.
UPDATE: Looks like SetSpriteShape(sprite,3) is also reversing the shape as mentioned earlier.
UPDATE: I have had some success by reversing the checking order in GetSpriteCollision for either circle-circle or circle-polygon collisions.