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Continuing my series on gamemaker function I cover advanced collisions. These are functions that do not use the collision mask of the object calling the function but rather an area of effect created by the function itself. These collisions still rely on the collision masks for the objects in which you are checking for a collision with. to explain with an example, the player object is ignoring its own collision mask but it is not ignoring the collision mask of the wall it is colliding with. These functions are poor for movement uses but have a wide range of use cases outside of movement. great for any situation where you need to check an area for something rather than for a direction collision with something. Basic Collisions: • Gamemaker for Beginners - Functions pt 2: ... Enemy Line of Sight: • Enemy Line of Sight Tutorial - GameMaker Timestamps: Intro: (00:00) Collision_circle: (02:30) Collision_circle_list: (11:50) Collision_rectangle: (18:20) Collision_ellipse: (22:55) Collision_line: (27:10) Collision_point: (30:30) Outro: (32:30)