Yes if you plan on doing the pixel perfect method.
Pixel Perfect = Identifying each pixel and seeing if it collides with a pixel from another object. Extremely slow but very precise.
Square Collision = If two squares around sprites crash, it collides. Very fast, not precise. Circles and other more then 4 sided polygons are in trouble. Especially convex sprites.
So, I don't like either of them because I either have a slow game or a cruddy precision game. I decided to mix both methods. Now I have a slow and cruddy precision game. (Kidding)
Actually I have created the Polygon Perfect collision detection system. You create the polygon in the sprite editor and when in game it uses the Square Collision method. If two squares collide, it takes it a step further and looks to see if both polygons are intersecting.
With this method the game stays as smooth and fast as the Square Collision system but keeps as precise as the Pixel Perfect system.
Win-Win. Except if you have two sprites that are constantly colliding and can't stop colliding. That's when the CPU starts getting used up.
-Gandolf