[quote="Drasa":2abjj5ku]I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.
Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.[/quote:2abjj5ku]
Surely it could find the average position of the overlapping pixels? And only work with the "is overlapping" event which (I assume) keeps testing after first colliding pixel.
These picking problems definately need some addressing, I had a similar problem with collisions which ashley has kindly apparently fixed in the next build - though I can see it happening in other places too (such as this). I'm sure theres a way around that particular example, such as using a private variable and exploiting the fact that the newly created version will have the default value. Maybe there is a nicer way which doesnt use a value, I dunno.