35) Let's extend the picture (sprite) editor to have an optional collision layer on top of each sprite. Or multiple layers. That we could then trigger through events.
I think that'd be the simplest way to define weapons and stuff for collision events.
So, in the picture editor, I'd create my sprite and then create a new collision layer (like in Photoshop) that I could fill up with pixels. Then I call my collision layer "swordCollision" for example. If I go to the next frame, it'll automatically copy over the collision layer from the last frame and I'd just do my adjustments. So for the whole animation, I'd have one big collision set of layers that could be triggered through the name of the collision set.
So, to set an attack event, I could do this:
If Attack is pressed, if player.swordCollision collides with enemy = decrease enemy private variable 'HP' by 10.
Being able to have a seperate layer in any sprite that you could fill up with pixels based on what should and shouldn't collide with whatever would be a very, very handy feature.