current year
no pixel perfect hitboxes
Why?
current year
no pixel perfect hitboxes
Why?
Probably because then your cookie cutter combo bread n butters wouldn't work on everyone and you'd have to freestyle it
I think more freestyle combos sounds way more fun, but fighting game players like to just learn their bread n butters and spam those and they don't want half the cast just falling out of them
Are her ankles ok
skullgirls tried it an resulted in shit non consistent gameplay
Didn't the first iteration of Street Fighter 4 just use the models as hitboxes and they walked it back because it felt like shit or something?
Elden Ring did it, why can't fighting games?
Arcana Heart is flipping the bird
No
How is it less consistent if attacks only connect when they, you know, actually appear to?
because even then even single pixel differences in distances and positioning can cause wildly different results
Same is true for not pixel perfect hitboxes. If you're on the edge of the hitbox and move 1 pixel over, it's not hitting.
no it didn't, wtf are you talking about
it's easier to calculate boxes
Modern CPUs are extremely fast. And pixels are still boxes, there's just more of them.
You can even optimize it by doing a matrix AND between the sprites and then checking for a non-zero result (hit)
that's not how collision detection works. you can't just do it on every pixel every frame since they'd all have to be done independently.
At the way things are going, they'll probably use raytracing for hitboxes in sf7. Hope you have a 5090.
skullgirls tried it and street fighters babbies pissed and shidded their pants
Fascinating
dude why don't platformers have realistic physics?
I hate realismfags
Yes it is how it works. You can also use rectangle intersection but it's considerably slower, though this is not an issue with modern CPUs
It would make for very shitty inconsistent combat
Imagine having to graphically and conceptually balance every single attack from every single character, instead of just animating the character freely and drawing a box
You can keep the cool effects without having to worry about a fart pixel damaging you
CPUs are fast
But internet isn't, simplifying packets is what makes these games run quickly
more fun in practice to have fuckhueg hitboxes — sort of a coyote time thing here
At the very least it would break most anti-airs since they're specifically designed to have high hitboxes and low hurtboxes
You totally can. Yes, it's literally thousands of number comparisons, but that's light work for a modern computer. Maybe not if you do it for thousands of objects in one frame, but easily between, say, two characters in a fighting game, yeah.
But internet isn't, simplifying packets is what makes these games run quickly
You wouldn't have to send over the entire framebuffer or even sprite matrices for this to work. Packets are completely unchanged in this scenario, only collision calculation changes
You would need to animate the characters according to balance rather than just making good looking animations
here's a good a great looking animation that shows a lot of force and impact while also being stylish
that move's hitbox would be too imbalanced, make it lame and gay
Dev for a prominent fighting game (tournament level) here
The current year has nothing to do with it. Its balance related.
no it doesn't lol
it has some fucked hitboxes (spheres technically) actually
large characters now have an inherent advantage because they have longer limbs
game becomes a retarded sweeps war
boxer characters become extinct
because it makes rebalancing impossible.
explain
doesn't feel good for players, complicates art for developers, and is an idea on the same tier as WHAT IF WE MAKE A BIGASS GAME WITH OPEN-WORLD THAT MATCHES REAL DISTANCES, that is to say: pointless "realism" chosen in favour of actual "design"
watch picrel for everybody who doesn't believe
Skullgirls had for few months and played like ass.
If works, don't fix.
Large characters also have larger hurtbox, it's a double edged sword
But internet isn't, simplifying packets is what makes these games run quickly
You're retarded, it doesn't affect internet play in any way, it's as much data to signal if a hit occurred regardless of how the result was calculated.
Combo structures would be less consistent, characters would be made even more homogenous in terms of body shape to lessen this, exponentially more testing and balancing would need to be done to ensure characters don't just infinite certain other characters/can't combo some characters well at all, fighting games are already massive knowledge checks with square hitboxes, why would you want 10 times that?
attack doesn't connect
no damage
Working as intended
it would require you to re-animate the characters every time you needed to rebalance the game. Not only is it a lot of extra pointless work, but players would need to relearn things because the moves themselves had to be completely changed.
You'd have to coordinate with and pay the graphics artist for very minute gameplay adjustments constantly for no proven benefit.
Combo structures would be less consistent
This is a good thing, you shouldn't be able to spam the same moves guaranteed without thinking
characters would be made even more homogenous in terms of body shape to lessen this
Would never actually happen
exponentially more testing and balancing would need to be done to ensure characters don't just infinite certain other characters/can't combo some characters well at all
Uh good? You shouldn't be able to just brainlessly use the same combos on every character every single time
in other words, skill issue
Virtua Fighter 5 had perfect hitboxes, you could avoid sweeping attacks if one of your legs were off the ground.
different sized characters
same hitboxes
its that simple
doesn't mean much when the neutral game is 100% always in your favor
What's wrong with that webm?
fun fact: Carl's hat and Rachel's umbrella exist to make their hitboxes make sense. Otherwise, they would be too short and have a significant advantage.
you don't play fighting games and it shows
also it would cost exponentially more to balance a character, since you'd have to redraw/reanimate the entire move to account for the nerf
i remember cerebella's "cock" that they had to add because she could walk over some projectiles during some frames of her run