hey guys thanks for the feedback!.. I started as an artist (not a programmer), so my methods might not be the most desired methods, but they work for me:) !
artimusp: For the character we had only 2 geoms. One collision geom that
is a simple circle shape and another slightly bigger circle that is used to detect collision with the ground (which if you read a bunch of posts many people have an issue with how to track if the character is touching the ground or not), this bigger geom is
not collidable, it only detects collision..
Personally i think it's overkill to have the geom change for every frame, because first of all it wouldn't be that noticable, second my character is running at 30 fps. Thats a LOT extra work.. I'm not sure what kind of game your making, but it can't hurt
to make one geom and then add more if you think it'll greatly improve your game.. Hope this answers your question.
fixitchris: This is my first game so i just kinda had something in
mind and went for it not knowing what to expect. The messiest part of my code would proboboly be finding out what state my character is in. if you read the reply directly above it states how i used a larger circle geom to detect collision.. I mostly used this
to find out what state my character is in. The larger geom (refered by me as proxyGeom) is split into desired sections in the onCollsion method (like a pizza is devided). if the bottom slice of the proxyGeom detects a collision the you are labelled as notAirborne.
Same would be done for different slices of the pizza, I mean proxyGeom, when detecting wallslides and such. Hope this also answers your question..
Thanks again to everyone who support our game.. We decided to go back and remake a lot of the features in the game and we feel that it will kick twice as much ASS when it's completly done. Hopefully sooner then later it will be released on the xbox360. Thank
you Farseer and FlatRedBall for your beyon excellent support