Mike Z on the cost of making (fighting) games

This.

Why does Jedah have a hurtbox that covers the blood trail of where his scythe was?

I’m not really a fan of the hitboxes in skullgirls, and when I got linked this discussion the exact quote of the person linking it was “skullgirls hitboxes are stupid tho”. I don’t think that’s a fair way to say it. They were done in a way that makes sense at first glance, honestly more boxes intuitively would seem like a better thing. But my point is that there’s another person objecting.

I like the game a lot but I think decreasing the number of hitboxes in favor of smaller but ‘less accurate’ everything would be an improvement for gameplay. The hitboxes might be my least favorite thing about the game, and I even play games with bad hitboxes like UMVC3 (which honestly is about equally bad about hitboxes but for very different reasons).

I don’t think “players don’t explicitly notice so there isn’t a problem” is a valid thing to say. Many just notice that something is wrong but they don’t know what. People use that argument for things like input lag and bad netcode.

Jedpossum isn’t one single insane guy, there’s a chunk of your potential players who are bothered by this.

From the whole pic, the only ones that are almost reasonable are Bishamon’s and Rolento’s boxes.

But using SPDs to grab pokes is awesome.

Whether or not a weapon is hittable for a particular attack should be made a balance consideration, not a yes or no statement for the whole game. Gear and BB have the clash system to deal with this situation, so i don’t think it is fair to bring that game into the discussion of games that don’t have a clash system

Perhaps, but at least if the weapon is hitable the boxes involved should try to make some sense, there is no way that someone would think that Jedah or Billy Boxes make sense considering the attacks that they are doing.

Should everyone lose to jump back (umbrella) Fierce, including Cerebella with an anti-air throw, when you know they’re going to do that?

btw who still uses “pwned” in 2013.

You can always balance those normals through their frame data.

Pwned will never die. And that’s why I’m Hella cool.

What.
The.
Fuck?

“Decreasing the number of hitboxes in favor of smaller but less accurate everything, would improve the gameplay”

Before i even rip that a new one… How about explaining your viewpoint of less accurate = better gameplay?

Im seriously facepalming over here.
The hotboxes in sg are the cleanest and most accurate i have ever played with few exceptions such as filia jhp crossing up… But seriously there is like no “this move magically goes through people” type stuff nor are there “phantom hits” where you never get touched by a sprite yet still get hit cause of some stupidity in hit and hurtbox interaction.

Ill take sgs complicated hitboxes all day over capcom hitbox stupidity… I like things that actually work.

Fuck, whos got that troll wolvie divekick meme? I think we need to visually explain capcoms hitbox stupidity again.

In the old days, hitboxes were simpler for two main reasons:

A) Performance reasons - too many hitboxes at once was slow and was more work for the CPU. Also took up more memory.
B) Practical reasons - the more anal retentive you are about hitboxes, the more time you have to spend working on them.

I personally think Skullgirls hitboxes are a bit of overkill, but there’s really no downside to having them be this complex. If they want to go balls out with the hitboxes then more power to them.

Have you seen some of the hitboxes in CvS2 lol

Not really some famous JRPG have been created on RPG Maker software.

Interestingly enough, in the NeoGAF thread, a dev who’d worked on an indie 2D “JRPG” stated something that basically stated that the art asset requirements for JRPGs and fighting games were totally different. One, is more about doing tiles for environments and doesn’t need much animation, the other is about characters and needs a shit ton of animation (and therefore more time/money/people to work on it).

It’s not the game’s fault you are within grab range.

More accurate hitboxes are better of course, but the problem with having complex hitboxes is the amount of time it takes to assign them. The more accurate your hitboxes are, the more it starts resembling the Packing Problem (or a variation thereof), which is NP-hard, so it’s not feasible to have a tool try to automate it - you’re still going to need a team to check and fix the results.

Unless you don’t have anything else to do with your budget, simpler hitboxes seem to be the better option IMO.

Mike already mentioned that he did the complex ones himself, early on. This was presumably before the game had a publisher. The later stuff has relatively simple boxes.