Is there any advantage in a game for player/enemies to have separate "Bases" and "Masks" Sprites?

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  • I've noticed in a lot of sample games I've seen that developers use two sprite objects to represent the player and/or enemies. The "base" is generally a simple square sprite, and the "mask" is the actual character sprite with animations. They are generally pinned to each and/or put in a container together and act as one unit on the layout.

    I understand why you would want this when you are using the Physics plugin (from reading the tutorial), as it allows you to have an animated sprite with a changing shape while still maintaining a simple collision box for the physics.

    However, I still see this done even in games that aren't using Physics, such as the example game Demonaire in the construct recommended examples. Is there another purpose to this practice?

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  • There are potential benefits in terms of collisions logic, organization of events, and flexibility of animations. Many things can be done multiple ways. It depends on the preference of the author which way they are more comfortable working with.

    For Demonaire, there are still collisions to account for despite not utilizing physics.

    Speaking in general, for a more extreme example consider a fighting game like Street Fighter, which uses multiple helper collision boxes separate from the animated sprite, such as hitboxes, hurtboxes, and pushboxes.

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