Let's say, for example, that I have created a quick circle in photoshop then created a glow effect around the edges which fades into 0% transparency. It was my understanding that creating the same exact circle without the glow effect as a collision mask so another sprite would not officially collide with the original circle when overlapping the transparent glow.
Atleast I thought this was the correct way to work with collision masks. The only way I could get the collision to work correctly was by making the mask much, much smaller than the original.
Am I missing something? Can someone explain how the collision masks work within construct?