I've never used any of the internal Blitzmax collision checking, prolly never will. All of my platform code is based on tiles, only takes one check to see if a sprite is over a tile. Granted it's not pixel perfect, but if I needed that I would just make an array holding the pixel data of the tile/sprite and compare as needed.
However for huge multi scrolling worlds you will still need a tile map because vram still isn't big enough for huge bit mapped worlds in memory. ;)
However for huge multi scrolling worlds you will still need a tile map because vram still isn't big enough for huge bit mapped worlds in memory. ;)