Firstly, since specifying collision areas is done through single-stroke drawing, it's currently impossible to separately draw two or more collision areas within a single tile that are not connected to each other. (Refer to the image.) It would be great to have a feature that allows cutting lines or similar functionality to address this issue.
So I have indeed been looking into this,, but this will require a whole reworking of how collisions are drawn currently, it will probably be added, but I have a few other things I plan to add first, I apologize for this...
Secondly, when creating a line using only two vertices, there are instances where the positions become misaligned during actual gameplay.
Hmmm.. I have not replicated this in any of my testing! Sorry you encountered this, would it be possible to send me a demo project in which this issue is present? If i can find a way to reproduce it I can very much fix this ^^
Also, I have a minor query, What 'Ignore Collision' exactly does it do? I have checked this, but the player still couldn't pass through the collision.
Great Question! I am not sure if I documented this yet or not so my apologies for that if I have not. So... This is MOSTLY used for tiles, or I believe it works with layered parallaxes as well via a specific plugin( I forgot which one I added support for recently ), So... Firstly you gotta understand, tiles can be layerd... I.E. There is a ground tile at X: 5, Y: 8, but then there is also a a tree tile at this same position right? Now By default, rpg maker will pick the TOP most non star tile, and use the passability of that tile to determine collisions. My Plugin mimicks this same functionality. Therefore, this new feature, prevents a specific tile from overwriting any colliders placed below this tile. In the same example I gave above, maybe the part of the tree being drawn to that location is the tree trunk, and said trunk has a collider attached, but if you were to turn on this feature for the tree trunk in the tool, the tree trunks collider will be ignored! this way the next most highest tile( the tiel directly below it ), will be used fr collision instead.
You may be wondering what is the use of this.... But let's say... you have a wall tile, right? and it's completely impassible. Then let's say you have a moss tile, that is a decoration for the wall, but you dont wanna have to redefine the same collider as the wall, as it just increases file size unecessarily, and is also a bit repetetive, not to mention MAYBE this moss tile doesn't just work as a wall decoration, maybe it makes a good floor decoration, and if you were to give it a collider identical to the wall... then when placed on the floor it would be impasssible right?
Well if wee turn on this feature for our moss tile in the tile editor, THEN when you place it on a wall, it will use the wall tile's collider( and remain impassible for characters ), BUT ALSO, at the same time! when placed on the floor, it will use the floors tile for collision detection( and assuming that this floor is fully passable, or even partially impassible ), it will retain that collision of the floor directly below the moss!
This could all be done by duplicating a tile, anywawys, but this just prevents excess work in stuff like photoshop, and also simplifies things, and saves file size.
I hope my explanation was clear as I am bad at explaining things lol sorry if it's not Q_Q