I’m not aware. Still, doesn’t change the fact that it’s a hideous color.
It just feels like I see the tanned Guile being used more than the white-shirt Guile. I don’t think black Guile is underrated, since I’m already rating it pretty low. It just seems like I see a lot more of that color nowadays.
[media=youtube]4awVqRr1eCo[/media]
gotta love top comment:
“for once black people running from a white man!
im not saying its the end of the world
but its the end of the world”
Blue = Megaman X’s vulnerability
White = Megaman X’s Projectiles
Red = Enemy Hitboxes/Hurt boxes
Yellow = Enemy Projectiles/Pickups (life etc…)
Known issues:
[list]
[] Sometimes enemy projectiles or their shields don’t show up, because there is another way the game sometimes stores memory and for some reason has these box values hard coded despite being the same enemy type from other stages (shield guys at hawk dude’s stage is one example, their shield doesn’t show).
[] Sometimes a large line is displayed on screen because the game didn’t flush the object from memory, doesn’t happen often and it’s easily ignored.
[/list]
EDIT:
I fixed the issue with the 1st boss’s hitbox on his punch not showing up and possibly very few other enemy attacks. I have to set a breakpoint because there are 3 different box pointers that are used within the same frame! So I made a toggle called ‘Draw_instantbox’ which is defaulted to false. If you want to see his hitbox on his attacks, toggle this to true, but it has a side effect during some stages/enemies of drawing boxes that aren’t valid, so if you don’t see a box for an attack a boss does, try toggling this on to see if it gets displayed.
Couple bugs in the script, I know of at least 1 enemy when I tested that their box didnt show (the helicopter looking guys in the weather control stage). Sometimes boxes won’t disappear because I didnt look to find what makes a box active. I plan to fix these at a later date, this was made quickly just porting over the Megaman X script to this game, Capcom decided to use the exact same formula and structure for hitboxes so this was quite easy.