Why don't fighting game developers just make the hitboxes match the actual sprites/models?
Is there really a need for all these rectangles?
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Why don't fighting game developers just make the hitboxes match the actual sprites/models?
Is there really a need for all these rectangles?
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enjoy whiffing and trading and dead spots
>enjoy having to get good at the game
thank you, I will
> Enjoy having to properly aim attacks.
> Spam body kicks and crouch kicks.
> Throw enemy once at punching range.
Solved & Filtered.
you cant aim attacks
wow accurate moves this is such a bad thing oh no
because certain small characters will be impossible to hit and large characters will dominate the screen even harder with range
So like real life then
real life sucks
post your replay
Xrd Sol is so godlike
Yes, that boring thing you play videogames to rest from.
>certain small characters will be impossible to hit and large characters will dominate the screen
skill issue
>fighting games
>not stupid
lol
>tripgay
>not moronic
lol
*evades your post*
*punishes you for replying to a tripgay like a moron*
gg
play Moron Kombat cuz that's what they do in these kusoges
doesn't tekken do this
?si=tSlCaASkhOsmV-Js
Didn't show in motion.
Of course they are not perfect but in motion some hitboxes are as small as the actual limbs
less processing lower required
bigger hitbox better for satisfaction
This is literally the answer, everything else is bullshit.
If you don't understand the various technical reason for hitboxes, then you're probably too stupid for fighting games anyway.
> Spam the same combos over and over
> Big brain fighting game player
You can't spam a combo
The fact that you said this shit shows a fundamental misunderstanding on how fighting games even work
>spam the same combo
man you shouldve just deleted this post
>Spam the same combos
fricking moron
dunning kruger
disprove his argument
drink bleach
They probably tried something like this but it likely altered the gameplay experience too greatly to satisfy their audience.
Pixel perfect collision works for some games but kinda sucks to play with in others.
>They probably tried something like this
They did. With the alpha build of Street Fighter 4. SF4 was the first SF game in a long time and also the first one to go full 3D. So they got a lot of prolific players to test the game like Justin Wong and Daigo. Back then the hit detection was bound to the actual models rather than being boxes.
The players fricking hated it. The immediate problem is that characters move while standing idle and thus their hit boxes move too. So you could space your move perfectly only to realize you missed anyway through circumstances neither player was in control of. The game became so inconsistent that Capcom threw it out and went back to hitboxes that can be more readily accounted for and balanced.
>The players fricking hated it.
they should git gud
>The game became so inconsistent
Capcom's Skill Issue
>through circumstances neither player was in control of
>predictable idle animation
you aren't in control of timing the "x" button press? You sound like a boomer incapable of adaptation
git gud
Because it just works
Don't care about the frame data memorizing queers
It adds uncontrollable completely, collision calculation isn't some pretty thing, that's why to this day we are using boxes and capsules
it's not 1993 anymore, noita does per pixel physics calculations
Noita is also a singleplayer game
Congratulations, you just put balancing in the hands of the artists. You have also fallen under the illusion that these games are in any way simulations.
The same reason tennis rackets are flat ovals instead of giant 3D hands.
try building a game in game maker for an hour and you'll understand
clickteam fusion also does that
because an abstraction is more fun than real life sometimes. Just look at the more 'realistic' FGs or shit like for honor or even souls with actual physics systems. They all have their own flavour of jank.
Whether the mechanics make for good gameplay is more important than making something realistic for it's own sake.
>because an abstraction is more fun than real life sometimes.
Abstractions also sometimes feel more real than realism, since video games aren't real and have strengths and limitations real life doesn't. There's a great interview with Miyamoto about Ocarina of Time when he talks about this. Shooting an arrow through a flame to set a web on fire isn't "realistic", but it still feels "truthful" and makes sense. There's an important difference.
Gaben did an interview a few weeks ago too where he said 1:1 realism isn't fun. And that when players say they want realism, what they mean is they want the game world to react to their presence.
Because that'd create further problems
Pixel perfect collision detection would have been too much for arcade machines
I can't imagine how hard it would be to balance a fighting game if you had to adjust the animations. Even if you were using mock-ups and stand ins before the final animation, it would be horrible to push patches post launch.
I remember MikeZ being proud of himself for having that be true for Skullgirls, but funnily enough his team quickly abandoned the idea after a while
Skullgirls is a lot of ideas that sound cool on paper to hardcore players that don't coalesce well together. Being a halfway point between GGXX & MvC2 while also trying to be more "balanced" than those games AND having sprite-accurate hitboxes on heavily stylized characters was just a mess, and that was before they changed the infinite prevention system in a way that made it a Resetfest. Shame since it nails its aesthetics and features perfectly and gameplay-wise I think it has some of the most fun characters in their respective archetypes in a vacuum (Big Band in particular) but I just cannot vibe with the systems. Nowadays SG is mostly connected to Mike Z's poor life choices and the remaining team's quiet pettiness against Ahad's work despite it being the backbone of why the game sticks out so much in the market to this day, and the only other fighting game running on the genuinely excellent engine made for it just announced they're ending development on content earlier than expected. Just a shame all-around.
a lot of skullgirls problems would be fixed if there was a manual burst
Same with Power Rangers BftG too. Even Marvel 3 could probably be better if you could use XF activation to burst a combo.
Somebody post the pic of cerbella’s hitboxes during her command run.
this like when gamers (read: brainless morons) ask for word-for-word translations
>We MUST fill localisations with memes and politics, there's no other way
who are you quoting?
Who do you think?
the fictional people inside your head?
>asking questions so you can learn makes you moronic
being a moron about the answers given however
That would just made the collision detection even more finicky, you'd get things missing or hitting when you wouldn't expect them to.
They don't need to. it's development cycle autism to invest on such a thing.
keeping the game balanced is a lot easier than micromanaging every character
Cause it's more work than it's worth and not even an actual improvement.
Shut up and post hitboxes
he needs it
Where's the gif of the badly-animated 70's Gundam swinging the really fat beam saber back and forth? Because it fits this perfectly.
The frick is goin on back there
He's jumping from there
he moves backwards when you do air fireball
no
GG1 is kuso kino.
that's not a fireball
Man I hate what they did to I-No in Strive
back when having a godlike 6P was cool
The wrecking ball made of indestructible Adamantium.
>want to post that one Satsuki hitbox
>mizuumi finally got a hitbox image that includes the wind sprite
Booo
>old guilty gear
>street fighter
>skull girls
Did someone said skull girls?
FOOT
FOOT
FOOT
FOOT
that's a huge fart
BRAAAAAAAAAAAAAAAAPPPPPPPPPPPPPPPPPFFFFFFFFTTTTTTTTTT
>Did you just fricking JUMP
>ARE YOU TRYING TO RUN
Vlov was like the easiest fricking character to get into S+ with.
So OP just forgot about SFV, huh
SF4 actually
Does SFIV have snubby normals? I'll be honest I don't remember. They seemed fine to me?
Skullgirls mostly does that and it has some of the most janky interactions in the genre.
>make the hitboxes match the actual sprites/models?
because a lot of the time, that just doesn't work and/or leads to lots of other issues
It would quickly turn into a 20 minute boxing match for each game.
The footsie would be insane and everyone would just be playing Mayweather tier rope a dope
This has been asked before.
It means once you make an animation you are locked into that being the hitbox. If you want to make a new hitbox you have to change the animation which is a lot more work. And it means any change to the model affects all hit boxes.
It creates a lot of problems and does nothing but please your autism.
Didn't they frick this up with Elena in SF4 and made it that due to her wacky idle stance she's constantly in states where certain normals will whiff on her but not other characters?
mk did that for a while and everyone hated it because you had to learn combos for each character as in each and every character had a specific combo you had to do to them or they dropped
Are you guys just arbitrarily drawing squares or is this an option to display on fighting games?
usually people make mods to access devtools, but sometimes devs add the option
Some games let you see them. For older games, the emulator usually has a function for it.
Most of the ones itt are pulled from the game's wiki page.
You can't have pixel perfect hitboxes when you only have preset attack animations
When you can aim and attack at any point you want to like you're in VR then you can have perfect hitboxes
dnf duel goes on the opposite extreme of it
>what if every character had full-screen disjointed buttons?
I'm actually sad that this game died off so hard. It was moronic but it was fun. Felt a lot less sterile than other modern fighting games.
It's the epitome of "if everyone's broken, no one's fun."
A game with only two buttons for normals, a lose 70% health to do easier tod's than in Strive mechanic, slower actual movement than anything released in the past 4 years barring maybe gbfvs, and the only supers being a shitty once a round 8 second cutscene is just as sterile if not more.
if you played a game where you couldnt do anything for a minute because of a counter hit, you would be upset too
It had the DNA of 8ing's 00s output mixed with the low-execution trend of the mid-late 10s through today, so that was kind of inevitable, especially since 8ing's work in the 00s already had pretty simple button layouts and a lack of motions in high-damage high-character power games anyway.
It's probably one of their weaker fighters but it's still just fun (if you get to play)
Whenever I hit this button I cum.
my death as a ranger
Repent
Can you still find people to tussle with in this game or do you mainly stick to singleplayer?
If you sit in Ranked for a while in certain times or trawl for a lobby you can find someone and the netcode is at least good, but not really. I also have it on PS4 instead of PC because I didn't have a good rig when it came out so it's probably worse for me. Haven't even tried in a little while.
I wonder if the DLC will pull anybody back or not.
It has minor bumps, and major tournaments still run it and have support by OGs. The game's biggest saving grace is that Yipes likes it (probably because it's basically the exact same design staff as Marvel 3).
You can find people sometimes but it's mostly pretty dead. Actually dead I mean, not Ganker's usual meme definition of a dead fighting game. It's actual discord fighter tier at this point.
Skullgirls is legitimately a cursed game. I dont think I’ve ever seen another game with worse luck. Evo online was literally its chance to show off how good its net code was, and then that shit got cancelled because of the drama with Mr. Wizard.
Skullgirls did actually get its EVO year in an in-person year. It was TFH that got fricked, and now they aren't even going to finish the story mode. The Z Engine is dead with only three games to its name.
>lets make our game COOL and then not balance anything at all
>wtf everyone is leaving???
They should have made some kind of single player or PVE focused fighting game. It's clear it was not meant to be played 1v1. You can tell the original IP was a beat-em-up.
>and then not balance anything at all
>>wtf everyone is leaving???
moron
Your game sucks spergy, play something good instead.
Play old Melty and you'll understand why that's moronic. The Necos are so small that most combo routes don't work on them.
I would marry this sweep
ok but counter argument
Ah, the NOPE kick.
He's the game's protagonist
he gets to have the most moronic moves
You say that when Alex has been starving for decades.
what do the colors mean
red = ouchie
blue = (you)
green = gay zone
Red is usually the damaging box
Green is where your character takes damage if red collides with it
White/Blue is where your character is actually "standing" for collision
Sometimes it varies.
>green
hurtbox
>red
hitbox
pretty sure other games have other properties i couldnt be assed to remember, like i think yellow in xrd is the collision box
Someone post jamie's divekick.
It's not just jamie's
I mean jamies is still by far the worst out of those
Look how they massacred my boy
People will look at how less disjointed the hitbox is, but what I want to know is why that hurtbox is so fricking gigantic it extends into the air.
to compensate on how shit jump in's are in strive
Punishment for how hard that man used to bully Pot mains.
homosexual grappler players deserve every amount of bullying they get. Not for their choice of character type, they just are somehow the biggest homosexual of every fighting game fanbase.
>they just are somehow the biggest homosexual of every fighting game fanbase.
because they think characters with some of the most potent and simplest mixups ever conceived of in the genre should be able to constantly get in for free
Thar's zoners and you fricking know it. Grapplers have to play a harder game than everyone else and get rewarded for it.
Rushdown monkeys are the worst because their characters always have good buttons and are rewarded for mashing as hard as possible
You main Zangief don't you?
You main Ken don't you?
> Mains Chun Li cuz her ass is hot.
this is the actual truth
players go apeshit and riot when the best characters aren't unga bunga mixup machines
for some reason having to "guess" against grapplers is bad and unfun even though rushdowns are just guessing but 10 fast little guesses in a row instead of 1 big one
and nobody appreciates zoners because defense is "boring"
>get to guess wrong 9 times in a row before dying, lots of interactions and opportunities to get back to neutral or reverse momentum
vs
>guess wrong twice and the round is over, no real interaction just flip a coin between grab and not grab whenever you're in range
I wonder why people feel differently about these
Man I forgot how moronic his outfit was in Xrd
Why the hell is the weapon part of the blue box on the bottom?
Movement is generally not as fast in Strive and Sin's specials no longer require any resources to use so if it didn't have any extended hurtbox there it would be too difficult for a lot of characters to deal with him just spamming it.
Pixel perfect collision is slow and difficult to adjust. With rectangles you can just move them if a characters range is to big or small, it's easy to manage and performant.
>has less end lag than Martha’s neutral b
Why don't fighting game developers just make the sprites/models be hitboxes?
Is there really a need for all these anime tiddies?
Same reason headshot hitboxes aren't exact in FPS games; having leeway in terms of hitting specific parts makes games more enjoyable and less stressful.
Yet still too complicated for Ganker.
of course, Ganker can't even handle simple shooters like counter strike
Ganker can't handle any shooter.
Because SF designers hacks think it is still 1987.
because the best-case scenario is that it doesn't feel any different from the current state of using big ol' boxes, and the more likely scenario is crap like that thing in Skullgirls where certain frames of Cerebella's run animation could dodge sweeps which was so unpleasantly janky that they had to patch in a massive dick hitbox for Cerebella
What the different colours for hitboxes even mean?
What do you think?
Red is attack hitbox
Blue/green is your own
No clue what the other colours could mean
I think gray is physics collision
red = the part that hits people
green = the part where you get hit if a hitbox touches it
blue = Collision box. The part that keeps people from walking through you.
Because it actually feels like bullshit in practice. It's been attempted several times, and always leads to a less enjoyable match while having to do way more work to get to it.
There would be skin/outfit advantage and imagine having to redo the hitbox for each new animation, new skin, new attack etc...
It's just a mess it doesn't work for a competitive online game
People don't care that much about coherence or realism in competitive online games, it just has to look cool.
It should be the norm for offline solo games though
>offline game doesn't need to look cool
Does my character have a projectile?
I WIN!
skull girls did that and it was not good
they have done that before
becomes a nightmare to balance or fix since for any gameplay change you have to redraw all the frames
Hitboxes should match animations. Simple as.
I really liked DnF Duel.
Be not ashamed.
I got monkey paw'd big time by the first 8ing fighter since Marvel 3 being under Nexon.
I'm planning on playing again for an hour once the magic e-girl comes out.
Fightcade, anyone? I'm also up for anything else so long as it's free.
Melee hurtboxes make sense and work very well.
Hitspheres are dumb and games like Marvel3 would've been better with boxes.
she gonna be fun
Because it feels bad to play. Capcom fricked around with this a lot in the 90's, compare the contempary Marvel games to the SF3 games. SF3 uses multiple rectangles, but they're pretty close to the visuals. You still get the issue of some chara being better than others, at the time a single dev and a artist would work on a chara, the effect this had on SF3 is that Makoto and Chun are top tier, with hitboxes that don't match the sprites, and remy and Q are low tier, with attacks that match the sprites, and twelve is bottom tier with hitboxes that don't match the sprites. It really is just a matter of LVDO.
Higher consistency
You'd be surprised how shitty games feel with really small hurtboxes