   Handling sprite collision shapes to manage movement, overlap, and hit detection
  I am making a top-down view Zelda-like.  I am using circles for the collision shapes of my actors, mainly because it allows easy sliding around corners.  I want the sprites of my actors to overlap a bit to simulate perspective, but only by a set amount so that it is still clear what actors is what.Therefore, the collision circle of an actor placed at the bottom edge of.  The problem is in hit detection for attacks and sizing the circle.  Make the circle it too big and I have too much empty space for attack hit detection.Big collision circleMake the circle too small and I allow too much overlap between sprites.Small collision circleThis is making me think about having two collision shapes, one for movement and one for damage.  But I still have to make sure that the movement collision shape isn't so big that it prevents one actor from reaching another actor's damage shape to attack it.   