@SpaceOutNightmare - simplified or complicated hitboxes doesn’t change unblockables, that has nothing to do with what the boxes are and only to do with how the engine handles when you are allowed to block different types of hits.
THAT, I gotta call BS on. Disjoint hitboxes are everywhere in older games, on weapons. Which is what that example picture is from, Parasoul’s umbrella is a weapon.
Here is a giant collection of examples I made in about 5 minutes (ten if you count the time spent getting the GGXXAC hitbox viewer to work):
In fact, SG has a distinct system:
If it’s a limb, it always has a vulnerable box in addition to an attack box.
If it’s a weapon, which can’t be hit, it has an attack box only.
And if it’s “living weapon”, like Cerebella’s hat arms, it has no vulnerable box UNTIL it has an attack box, then it has both. Which is how Potemkin’s 6H works, among other things.
I mean, I get that you don’t like that we don’t have giant rectangles, but c’mon yo…if there’s one thing I do, it’s research other fighting games. I realize other games sometimes put vulnerable boxes on weapons excluding the tips in a lot of cases, but to talk like they NEVER did it otherwise and therefore not doing that is the SAME THING as covering Doom’s entire body in an attack area is kinda insulting.
Since @Mike_Z is here anyhow, I’d just like to ask. What were the guidelines when assigning hitboxes for Skullgirls? I’d especially like to know since some characters seem to have more complicated hitboxes than others. For example, Peacock seems to have very simple hitboxes, compared to say, Cerebella.
Cerebella and Filia were done first, by me when I had no idea of what to do yet. :^P Peacock was the first attempt at standards, and the first character done by our hitbox mavens.
I’ll admit, that space between Bella’s body and her hip/knee always struck me as odd. I keep wondering if that small space actually gives her any sort of advantage.
Yeah I deserved that part since I only played the demo when it first dropped going off very shoddy memory.
But do you see that you’re over complicating a lot of the boxes on the character like Parasoul you only need 2 attack boxes and have the same effect for the attack same with the hurt boxes you only need 3.
I think Mike wants to minimize cases of hitbox dissonance with some exception (i.e. Parasoul’s st. HP where the extra boxes are needed to make sure it doesn’t whiff on crouching characters).
That said, I believe he pretty much admitted that he overdid it with the earlier characters (Parasoul was the 3rd revealed if I remember correctly). I’m pretty sure the new characters wont have hitboxes as complicated as the ones we see here.
Yeah, I overdid it, but it doesn’t make anything worse. As an artiste, sure, but as a player? 1 box, 10 boxes, same area. Nobody cares what the code looks like, as long as it works. :^)
When we’ve had 15 years’ experience it’ll be as clean as 3s, I promise.
I’m gonna hate myself for saying this (considering how much I abused the move), but you don’t have Chun’s back + :hp:, so you’re already cleaner than 3S.
I wonder how much a boss version of an existing character (think Gold/Unlimited characters) would take in resources, including the bug testing, any possible extra visual effects, and new UI elements that would go along with such a character.
Really somebody said I got owned due to him arguing one point not the whole arguement?
If I really wanted to countine the argument I could of posted this.
People can have differing opinions. he’d rather have hitboxes that match a shooter. I’d rather have boxes like CvS2.