What game has the best hitboxes Yea Forums
What game has the best hitboxes Yea Forums
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how the fuck do the knives have hitboxes if they're not moving ?
you ever run into a knife?
It's during his taunt animation
vibrating chain blade
Sneed's Feed and Seed
S
MUGEN
same reason why spike hazards damage you when you touch them
was that handicapped man trying to fuck
SNEEEEEEED
no he was trying to get her to suck him
I'm a sick sneed I like a quick feed
CHUCK'S
FUCK
AND SUCK
So why do they not just use the exact shape of a character for hitboxes? Is that not possible, or do they do refuse to do it, is it just so the game is easier to aim in?
SNEEEEEEEED GANG
>When even your boobs have hitboxes
I love you Skullgirls
Sneed
Why not use a hit polygon at this point?
It's just easier if the art and programming of a 2D fighting game are separate from one another. Hit boxes need to have changing intangibility etc and shape, otherwise every combo would be character specific and some designs wouldn't be feasible
"Accurate" hitboxes are such a meme and MikeZ should've spent that time on making that game not shit.
Intersection testing would probably be more computationally expensive, even with the amount of boxes.
...
Because it would be retardedly expensive to calculate. Thing about it for a second.
sneed has a big hitbox
When the boxes are axis-aligned like that it's a simple X and Y coordinate check to intersect each of them. It's much more simple to do that even for a dozen boxes than it is to do it for a single polygon, especially a concave one.
In fact the most commonly used algorithms for polygon intersection typically work by making simpler shapes out of each of its edges and then intersecting all of those shapes, so by tracking the hitboxes as a collection of simpler shapes in the first place you're skipping that step.
>combo
Why do developers continue to gimp themselves with this spaghetti mechanic?
YO STARFISH NIGGA DUMMY THICC
LMAO SNEED MEEMAY HAHA!
sneed will slowly take over every board and every thread there will only be sneed
these are old, they simplified them significantly
Because nothing but stray hits is incredibly unsatisfying for both players and spectators unless you're a smashfag
Leander
youtu.be
That's like saying video games are boring without cutscenes and quick time events every few seconds.
Did someone say hitboxes
Works just fine for samsho
You gotta be joking
You need to have some leeway for performing moves
It's a counter super
Did you play the 360 one?
Tomaco bottom Sneeds (sneeds)
with the boots with the feed (the seed)
the whole place formerly chuck's
Cutscenes and QTEs didn't start as exploits
t. Chuck
Character specific combos is a positive according to some GG players
>partial arts
Smash substitutes a few long combos by a lot of small situational ones made up of moves that don't change based on previous one used.
Smash still has hidden combos, which is a bad thing in any game that's trying to be balanced.
Hearty kek.
>hidden combos
Elaborate
Sekiro hit boxes look interesting
combos that are hidden
Combos that aren't known to the developers, which means that the balance can just randomly break with any patch. It's the gameplay equivalent of spaghetti code.
Reading about all this hitbox bollocks really puts me off fighting games
Why? Games have complex 3D environments complete with physics calculations for multiple moving characters and objects colliding with all kinds of mesh shapes without collision box laziness.
Dmc hitboxes are better
>Combos are spaghetti code and broken
>Why aren't hitboxes just mapped to the 3D model?
>This is too complex, this is why I don't play fighting games
Even if it wasn't your intent, thanks for reminding me nobody on this board knows shit about anything, OP.
That's what hurtboxes are for
So Melee?
Why don't you enlighten us then oh wise one?
3D games use symple polygons for their hitboxes too, why do you think think so many people complain about MH, Dark Souls or any other game having bullshit hitboxes?
Because they're plebs
Wrong lyrics
HOMER HAD THEM RED TOMACCO SEEDS (SEEDS)
GUCCI LOAFERS (LOAFERS)
THE WHOLE PORCH WAS SAYING CITY SLICKER
SNEED BOUGHT THE STORE (SNEED BOUGHT THE STORE)
NEXT THING YOU KNOW
CHUCKY’S GOT SOLD SOLD SOLD SOLD SOLD SOLD SOLD SOLD
>Dark Souls
Actually Dark Souls hitboxes are usually pretty good. If you have two people dueling and they're directly connected to each other instead of using the game's server it's pretty weird how precise the hitboxes are.
this exactly
goldeneye. didn't have hitboxes, used the drawn geometry for hit detection. this is what made it a timeless shooting experience
fighting games are programmatically so simple that collision cannot be a performance concern
much like platformers, there is fucking nothing going on under the hood
it's done because it's always been done that way, not because of optimization reasons
*in the current year
of course
obviously it was originally done for performance reasons but CPUs are so fucking fast now that even implying it's done for performance reasons makes you look like a complete and total moron
Super Street Fighter 4
NeoGeo Battle Colosseum
Eternal Champions
Eternal Fighter Zero
Darkstalkers
wat game?
You're posting in the hurtbox, faggot
Skullgirls tried accurate hitboxes and shit was wonky
Melee
computationally more expensive, but the biggest actual reason is reliability.
the way models animate is usually difficult to adjust very precisely, and the gamefeel would be completely tied to the skills of the animator - and changing canned animations on the fly doesn't work either.
meanwhile, a game designer can use distances to check for things like collision and overlap and adjust their relation freely to create a game that feels good to play first and foremost. The animation is made to follow gameplay, but players catch on to what is going on "under the hood" very easily.
It seems like just using model boundaries for all kinds of hit checks is a good idea, but for practical reasons, it isn't.
I sneedled (formerly chuckled)
Do you know how hard it is to check for collisions between non axis-aligned brick hitboxes, let alone polyhedron hitboxes ?
Google it, and ask yourself if it's really worth the hassle when axis aligned bounding boxes or spheres do the job perfectly well
It wouldn't feel as good to play if everything was 100% accurate to the animations.
I made this meme and I'm mad someone added SFV to it because Street Fighter is already supposed to be SFV.
wat game?
Does Melty have the most offensive hitboxes? Or Blazblue?
Somebody post that one Neowave Geese WebM
BB hitboxes are fucking top tier
robust
Why's that?
I just sneeded
Well well well. Look at that city slicker with his fancy hitboxes.
>shape is a cylinder
>"hitbox"
Good enough, thanks.
There's a WebM though, where the other player (Robert I think) gets hit by the Deadly Rave despite clearly jumping over it.
Severance: Blade of Darkness. Grandpa of Souls games.
>whiff attacks at point-blank range because some retards don't understand that the hitbox should reach roughly to the attacker's center of mass
Seriously, take a close look at skullgirls hitboxes, especially with attacks that look like they might miss at that range. MikeZ whether you love or hate him had the consideration of removing that jank
>shape is a polyhedron
>"lunchbox"
What's the best out of these
Got the non-meme version still?
Titboxes
Rune has good hitboxes. Was awesome in multiplayer. Playing on the Valhalla map which was kind of an arena type map for fun with lots of healing items, everyone running around chopping eachothers arms and heads off.
jokes on you SFV is the most accurate out of them
this bullshit
What's the frame data on that low punch?
P4A. Just look up Mitsurus hitboxes
>he can't block a 20 frame crossup
you deserve to get hit by a disjoint
Wrong. If you need to alter a hitbox you would have to chance the characters design. Think about it for a second. Absolute nitwit
3frames
2active
8recovery
+1
Jesus christ
Think about a big huge mcmotherfucker with limbs the size of the moon, versus some jap school girl. Which one would get literally fucked if hitboxes were exactly like the character models?
Are the blue hitboxes where she can be hit? Asking because everybody has used green-hitbox notation to indicate that up until now.
Yeah.
cs1.6
There’s reason why gg is so dead online. It’s do I really need to lab every character match up? It’s very unintuitive to know character specific match up knowledge just by playing the game.
MMMMMMMMMMMMMMMMMMMMMMMMMMELEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Only 7 posts above yours.
Didn’t mkx made the hurt box and hit box attached to real models? The problem is the idle stance made hurtbox wobble like crazy
if only it was as good as melee
this thread has potential
CHESTOOOO
That poor Cloud
>someone's offering me a job where I do like OP's pic where I have to put boxes on certain objects
I can't remember what it's called but it's got "UI" on it, and I gotta box traffic signs and cars. I've always wondered why you're not supposed to include the exhausts and those exaggerated spoilers, but I guess the answers to explain it
this is the only correct answer.
That's not a hitbox issue, that's more tickrate/registry method/ping variance issues.
Brawl
Not really a hitbox thing MGO servers have always been and will always be shit
Someone post that Sekiro webm
Why do all games have SHIT hitboxes?
Because having "perfect" hitboxes makes your combos much more unreliable, especially at the end of their range, and binding yourself to the animation exactly limits your ability to balance the move. It's a rare case when laziness is actually the better option.
Smash is the only fighting game that doesn't require a specific form of autism to play, for "real" you need those extra chromosomes. One thing that causes their brain to itch it calling smash a fighting game because anyone can play it.
Combos as a mechanic limit your ability to balance a move.
Oh no get the deodorant!
This guy gets it
Out fucking skilled
Elphelt cS
Didn't have any better idea on what to name the recordings so I just went with the first thing I thought of but yeah, the servers are complete ass.
> What game has the best hitboxes
Apex legends.
What does it matter from development standpoint, other than the other type appears and disappears and other doesn't
Guess what's the hitbox of this spherical explosion? If you said "a cylinder almost twice the radius of the blast", you guessed correct!
People get so pissed at this move because the arm hitboxes disappear during it, which shrinks his width by like 50%. It's not even an anti air move though, so you just have to hit behind him when in the air.
BRAAAAAPP
Shit like this is why melee shouldn’t be worshipped like it is. It was amateur hour in the year it took to make this game.
It's not like all combos are character specific. There are a handful that are actually that specific, and it usually just varies based on character height and weight class.
>Cuck Sneed doesn't even do anything, just runs away like a coward
sneed
What's the difference between the blue box and the green boxes?
blue is the collision box