Hi guys, I’m trying to further my game development education by completing a game every couple of weeks. Here’s the first snag I’ve run into on a prototype that I’m working on. I’ve got a projectile that the player fires, that can take damage and it gets smaller to represent the level of damage taken (the projectile’s “health” resets and the player can use it again if the player recollects it, see the vid to see what I mean). At the moment I just change the sprite every time to a smaller sprite when a projectile gets hit by a “danger” object. Is there a way to dynamically change the collision object to accommodate the smaller size of the projectile? The closest thread I’ve found to help with this was Scaling Collision Object when Game Object is scaled (DEF-521) but it’s got more of a work around in there, and it was posted over a year ago. Does anyone know if any progress has been made? Is there something more along the lines of go.set_scale_collision_object(“id”, vector3) now?
Also, I’m thinking about using a spine scene animation for the main character and when he throws out a chunk of feathers from his wings, which are the projectiles (yes, weird I know), part of his wings will disappear and his speed will slow down. Can I dynamically remove a part of a spine scene with a call like go.remove_spine_scene_piece(“id”, piece), which might require dynamic resizing of collision objects as well, or is it just easier to make multiple flip book animation sets with different sized wings and play them at the appropriate time? Cheers in advance.