Another noob question.
I see Aseprite has a pico-8 palette option and is quite cool for pixelling/animating. Is there a method to get the gfx data from Aseprite to Pico-8 cleanly?
I'm doing a port of a C64 game called Spaceman Splorf: Planet of Doom and would like to be able to not HAVE to do the animation natively.
Has anyone achieved accurate sprite to sprite collision with Pico-8? I know I can use the overlapping bounding box method, but I'd like to be able to check on a pixel perfect level to see if a sprite touches another sprite.
Is this doable, without getting too convoluted? Or should I just stick with bounds (maybe multiple bounds for extra resolution) ??
Oh, I'm new to Pico-8, so bear with me. I usually tinker with C64 retro coding (which has hardware sprite collision detection).