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The part where you fight the brain with lasers and cogs. Nothing happened for minutes at a time, the cores never raise. This was the most boring boss fight I have ever played. It was so simple but still dragged on for way too long just repeating the same 2 moves over and over. It was bad enough i had to get through the instant death flappy bird level just before that, really not a very good. Custom / Edited - Shantae Customs - Shantae (N64) - The #1 source for video game models on the internet! Wiki Sprites Models Textures Sounds Login. VGFacts DidYouKnowGaming? Hello, Guest! (Login Register) Register today to join in with discussions on the forum, post comments on the site, and upload your own models!
Hello,I'm learning GMS2. Running test, making a platformer.Things work fine when I use square sprites, 64x64. I'm past that point. Ultimately I don't want to use the pixelated style graphics. I want graphics like in Shantae Half Genie Hero.Now, I'm having issues because my different animations (idle, walk, jump, fall) have different sizes and I can't get things to work correctly. For testing and learning purposes, I'm using the Shantae Sprite sheets from Spriter's resource as they are essentially what I like in terms of 2D graphics.
![Shantae sprite animation Shantae sprite animation](/uploads/1/2/5/8/125869677/853113077.gif)
Each sprite's frame is the same size, but different sprites have different sized frames.For instance:Her idle sprite is 239x226 with 25 frames.Her fall sprite is 159x399 with 8 frames.So, I was told I need to set up the object to always use the same collision mask for collisions to work correctly.So I set my object to always use the spridle collision mask. In order for the mask to be apply correctly to the other sprites, like sprfall, I had to set up the origin on each sprite at a different location.My understanding is that when your object uses a collision mask of another sprite than the one it is currently using, it sets the collision mask based on the origin of the currently used sprite.So if objplayer uses collision mask spridleand then in your object you do. Thanks for the reply. But it's not what I wanted to know.
![Gbc Gbc](https://s-media-cache-ak0.pinimg.com/736x/f9/fc/3e/f9fc3e904448af043e4fb428a9db7117--video-game.jpg)
The xscale part was that you MUST have a middle center pivot point (origin) but the masks went all over the place even when using a custom.So what I wanted to know is how the mask is drawn on the sprite when the mask is another's sprite. But I figured it out.The answer: The mask's origin will be drawn over the sprite's origin and then the mask around it.This is basic and very important to know, I'm not sure why the documentation does not make you aware of this behavior.
![](/uploads/1/2/5/8/125869677/703337199.jpg)