The Brilliant Design Behind Geometry Dash's Hitboxes

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  • Опубликовано: 8 сен 2024
  • Hitboxes in GD have gained a reputation for being some of the worst hitboxes in any game. So today I finally investigated the reason behind this and found out why geometry dash hitboxes are so bad.
    ~~~~~~~~~~~~~~~~~~~
    Subscribe: bit.ly/3sTvL54
    ~~~~~~~~~~~~~~~~~~~
    Music Used:
    Solace - Scott Buckley
    Gossip Talk - Arthur Benson
    Incidental Encounter - Arthur Benson
    First Steps 02 - Official Celeste Soundrack
    Resurrections 03 - Official Celeste Soundrack
    Undertale OST Amalgam Extended - Elu Tran
    Yellow Light - Arthur Benson
    DK’s Snowboard Cross DK Summit Mario Kart Wii Music Extended HD
    ~~~~~~~~~~~~~~~~~~~
    Footage:
    Neiro
    RabidRetroSpectGames
    Oculations [GD]
    ~~~~~~~~~~~~~~~~~~~
    Q&A:
    What is Your Username on Geometry Dash?
    Risplol
    Do you have a Discord Server?
    no, I'm not planning on making one right now, but that might change in the future.
    What is your Username on Discord?
    risp
    How long have you played Geometry Dash?
    Since 2014. I recently switched to PC in 2021 when I bought my first computer.
    What do you use to Edit/make Thumbnails?
    Davinci resolve/filmora to edit, Pixlr to make thumbnails (I'm broke💀).
    What is your hardest level?
    Acu
    What other games do you play?
    although I mainly play GD, I also play minecraft, roblox, celeste, terraria, and other games I can't remember lol
    ~~~~~~~~~~~~~~~~~~~
    #geometrydash #gd

Комментарии • 424

  • @RispGD
    @RispGD  10 месяцев назад +253

    Before any more confusion, i meant to say that only a few people wanted hitboxes changed in the intro. I kinda rushed the script at the beginning, so I'll make sure to do more research beforehand for my future videos.
    Also I was wrong about hitboxes causing lag (i was refering to the lag caused from rendering custom fixed hitboxes built in gd which DOES make you lag, but i was stupid and didn't mention that)

    • @XPSGD
      @XPSGD 10 месяцев назад +7

      Some people wanted fixed hitboxes. But, when they're in avernus, they hate it idk why

    • @Speed-TV
      @Speed-TV 10 месяцев назад +4

      I was about to comment both of those, but thank goodness I read this first

  • @EpikDaBoii
    @EpikDaBoii 11 месяцев назад +1318

    Let's be honest if hitboxes were actually changed to be fixed the community will rage even more

    • @RispGD
      @RispGD  11 месяцев назад +234

      your probably right about that lol. But it would mostly be because literally every level in the game would be broken if it did change

    • @johnmarcybabol2076
      @johnmarcybabol2076 11 месяцев назад +41

      Like avernus it has more frame perfects than tarturus and its in 2nd place it makes the game not fun anymore and no one beat avernus because it has fixed it boxes

    • @Whitep1kmin
      @Whitep1kmin 10 месяцев назад +7

      Yeah I mean we all probably hate fixed hitboxes

    • @mushimeep
      @mushimeep 10 месяцев назад +40

      @@johnmarcybabol2076this aged poorly in one day lol

    • @nvs0p
      @nvs0p 10 месяцев назад +3

      ​@@johnmarcybabol20761st not 2nd

  • @thesurvivor3737
    @thesurvivor3737 11 месяцев назад +571

    Forgiving hitboxes are often considered good game design , so there you go 👍

    • @tornadoreaper
      @tornadoreaper 10 месяцев назад +25

      if it's accurate it's not a hitbox no more

    • @teslacactus1135
      @teslacactus1135 10 месяцев назад +14

      and good level design (avernus sucks)

    • @Qaptyl
      @Qaptyl 10 месяцев назад +2

      @@teslacactus1135pesronally i think fixed hitboxes are fine if you make them visible and obvious. if the tiny spike is invisible then its literally krmal levels of unfair gameplay.

    • @greatpug5706
      @greatpug5706 10 месяцев назад

      me when hollow knight exists

  • @erzor9689
    @erzor9689 10 месяцев назад +78

    Fun fact: Gd actually does have coyote jumps, although for some reason they do not work if your icon is right side up. If you are dual however, both icons will always have coyote timers.
    Also you can store those coyotes with dash orbs, which makes you able to jump if you do a microrelease after dashing off a solid while upside down :)

    • @RispGD
      @RispGD  10 месяцев назад +19

      I actually never knew that lol. Thanks for telling me

    • @deretti347
      @deretti347 10 месяцев назад +3

      I want to see this in a "impossible or not" level now

    • @stuffing09
      @stuffing09 10 месяцев назад +2

      is the dash orb coyote jump why in spider you can change gravity in midair sometimes

    • @erzor9689
      @erzor9689 10 месяцев назад +1

      @@stuffing09 no, thats just a regular coyote timing, unless you are talking about the bug that happens when you hit a moving pad (those can also make you jump midair)

    • @user-jq2he1pn1f
      @user-jq2he1pn1f 6 месяцев назад

      That makes a lot of sense

  • @AlexEEZ
    @AlexEEZ 11 месяцев назад +232

    I genuinely don't get how people hate these
    they're awesome
    and I love abusing them and being abused by them

    • @RispGD
      @RispGD  11 месяцев назад +43

      you got me in the first half 💀

    • @AlexEEZ
      @AlexEEZ 11 месяцев назад +7

      @@RispGD although I'm not sure about more accurate hitboxes affecting performance on a high level
      I mean 22.5° slopes exist
      they're at the same angle as the spikes and they have an accurate hitbox
      so I don't think that was robtop's main idea, I think he just liked the leniency of smaller ones

    • @David280GG
      @David280GG 10 месяцев назад +7

      "Being abused by them", at first i thought something abhorrent but then it made sense, a level can troll you with them

    • @AlexEEZ
      @AlexEEZ 10 месяцев назад +9

      @@David280GG I did mean domestic abuse if you were wondering

    • @David280GG
      @David280GG 10 месяцев назад +13

      @@AlexEEZ bro what 💀

  • @zander12
    @zander12 10 месяцев назад +44

    I also remember one of the Celeste developers say that upon falling onto a platform, you can press jump slightly before actually landing and the jump still activates, which therefor makes it feel much more smooth and fair. Things like this (and gd's hitboxes) make for solid game design for the exact reason you just explained. Glad not everyone's oblivious to all of this, hahah. Great video!

    • @alexgamingyz5346
      @alexgamingyz5346 10 месяцев назад +3

      yep, that's buffering
      celeste has a fairly small buffer window, but big enough that it's really fun
      GD has an *Infinite* buffer window

    • @zander12
      @zander12 10 месяцев назад

      @@alexgamingyz5346 exactly

    • @Sepi-chu_loves_moths
      @Sepi-chu_loves_moths 10 месяцев назад +2

      buffers are a big thing in a lot of games, and many people just don't realise or notice them, and it's super apparent when they lack them. For example, in Hollow Knight there's a speedrun skip where you have to cling to a small portion of wall and crystal dash off of it, and the only reason it's hard is because of the lack of buffer and it ends up being really apparent to the point where the best tip when teaching people it is to tell them to time their crystal dash late on purpose

  • @satisfied6574
    @satisfied6574 11 месяцев назад +163

    This was a great video. The fact the you were able to explain how regular hitboxes are better than fixed hitboxes without any confusion was amazing.

    • @RispGD
      @RispGD  11 месяцев назад +21

      Thanks for the comment! I tried my best to explain why hitboxes in gd are not what they seem. It was a hard video to make lol

  • @sergimeli4194
    @sergimeli4194 10 месяцев назад +71

    The avernus incident just shows us why its a bad idea to try to fix the hitboxes

  • @Catman_321
    @Catman_321 10 месяцев назад +31

    Another important thing to note is the blue hitbox as well.
    The icon actually has two main hitboxes, the large red* and a smaller blue hitbox (based on how MHV7 renders them). The red hitbox interacts with everything on contact, like orbs, spikes, portals, etc. However, the Blue hitbox only interacts with block hitboxes, which are also blue, killing the player on impact. The side of the red hitbox does not interact with block hitboxes, though the bottom (and top for some gamemodes) does so the player can land onto them. The smaller blue hitbox allows another notable form of coyote time for the cube, and people have put this to use in demons which require a lot of tech based on clipping through blocks.
    *there is also another hitbox similar to the large red one which rotates with the player, and only interacts with rotated objects. I don't exactly see the motivation behind doing this, though I guess it makes the hitboxes of spikes or orbs with rotation make more sense?

    • @ultra.2500
      @ultra.2500 10 месяцев назад

      Do you know any levels that have used this??

    • @You_Ate_My_Soap
      @You_Ate_My_Soap 10 месяцев назад

      I red this but I have no idea. Let me try to understand this:
      Red hit box kills plate and interacts with orbs
      Blue hit box deals with slopes and somehow allows you to clip through blocks
      And there is another?

    • @bananalegend194
      @bananalegend194 10 месяцев назад

      @@You_Ate_My_Soap red hit box interacts with most things that kill you, like spikes, saw and such like that, but excluding blocks
      then blue hit box interacts with the sides of the block that will kill you, which is why you can kinda go inside a block with the ship

    • @Kaiwala
      @Kaiwala 10 месяцев назад

      ​@@ultra.2500Psychosis's ending cube jumps are one example

  • @ajaiyp8679
    @ajaiyp8679 11 месяцев назад +161

    i think avernus is enough to tell why

    • @ProbsAFembo
      @ProbsAFembo 10 месяцев назад +3

      It's supposed to be hard yk

    • @Тяво
      @Тяво 10 месяцев назад

      @@ProbsAFembobro its the most miserable think ever made 💀

    • @thenewboeguy
      @thenewboeguy 10 месяцев назад +8

      @@ProbsAFemboyea but, “buffing something for the purpose of making it harder makes it boring” -said the wise man

    • @ajaiyp8679
      @ajaiyp8679 10 месяцев назад +17

      @@ProbsAFembo acheron was also supposed to be hard, so was every extreme demon, but not all have fixed hitboxes

    • @ProbsAFembo
      @ProbsAFembo 10 месяцев назад

      @@thenewboeguy idk blame zoink he's the one who buffed it too much

  • @jwjustjwgd
    @jwjustjwgd 10 месяцев назад +22

    My only issues with hitboxes are that one slope corner piece with the massive rectangular hitbox and the one type of sawblade where the big one has a smaller hitbox than the medium one

  • @LJenkins1
    @LJenkins1 10 месяцев назад +9

    Somebody should make a mod where the hitboxes are super strict and accurate to the shape just to see how much worse it feels.

    • @RispGD
      @RispGD  10 месяцев назад +1

      Intresting idea! I might try seeing if thats possible.

    • @konbkob4156
      @konbkob4156 6 месяцев назад

      Just play Avernus

    • @Portal2Fan1234
      @Portal2Fan1234 5 месяцев назад +1

      ​@@RispGD and a mod that fixes the upload failed please try again later message aling with the NA level id problem

  • @zeenoh5811
    @zeenoh5811 10 месяцев назад +9

    (my speculation) The reason why the hitbox doesn't really extend down the spike is because in early geometry dash it didn't need to. People didn't really flip the spike upside down and that wasn't seen in any robtop levels so you might as well make the hitbox smaller

    • @RispGD
      @RispGD  10 месяцев назад +3

      I was thinking the same thing tbh. But i didn't end up putting it in the video.

  • @pumpkinite4889
    @pumpkinite4889 10 месяцев назад +13

    i agree
    edit: if hitboxes were "fixed" every single level would need to be completely revamped

  • @waboo
    @waboo 11 месяцев назад +7

    really great vid, you should change the title though since I expected something else.
    You should make a video on the genius of how GD was shaped, nobody really talks about it but there are so many things that make gd such a smartly made game

    • @RispGD
      @RispGD  11 месяцев назад +3

      Wow, i never expected you too see this video! I'll ry thinking about a better title for it and thanks for the feedback :D

    • @waboo
      @waboo 11 месяцев назад +2

      good title this time@@RispGD

    • @RispGD
      @RispGD  11 месяцев назад +2

      This was one of the titles i thought of using, but im not sure why i didnt use it at first lol

    • @nolansullivan9495
      @nolansullivan9495 11 месяцев назад +2

      ​@@RispGDwhat was the title before??

    • @RispGD
      @RispGD  11 месяцев назад +2

      "Geometry Dash's most HATED Feature"

  • @lazergenix
    @lazergenix 10 месяцев назад +10

    When it comes to performance, it really does not matter if the hitboxes are simple shapes or not (most of the time) because only objects close to the player should be checked.

    • @RispGD
      @RispGD  10 месяцев назад +2

      intresting, I always assumed from what I heard that they can cause lag

    • @redpandaz5146
      @redpandaz5146 10 месяцев назад +3

      You can do both. And squares are very simple to code for collision checking, just check if either the x or y is within 4 points.

    • @jambott5520
      @jambott5520 10 месяцев назад

      It really does. More complex shapes mean a lot more computing power is needed, even if you only have a few objects having their hitboxes at the moment loaded at any instance in time. There is a reason why almost every game has simplified shapes for hitboxes.

  • @StallionGD
    @StallionGD 10 месяцев назад +2

    The Brilliant Design Behind This Video’s Thumbnail
    Seriously branded like a youtuber who has been doing this for a long time

    • @RispGD
      @RispGD  10 месяцев назад +2

      Thanks :D
      I've been practicing making about 10 different thumbnails/titles for each video so far (unlisted videos too). But luckily, this ended up being the one that worked.

    • @nsidvdjwhajkwlwhwujshsvsub6718
      @nsidvdjwhajkwlwhwujshsvsub6718 10 месяцев назад +1

      WOW STALLIONGD OMGOYMGKGOGMGOGKG IM YOUR BIGGEST FAN WOOWWWWOWWWWWOWWWWW WOW OMG GMGMGOGM I LOVR SILENT DICCTRAS OH MY GOD WOW OMG IM GLAD TO BE THE SECOND REPLIER IN YOUR THDIDBD FOH MY GOD WOW WHAOH WHAT RHOE WHAT HOW WOW BLAARRRG BLEEEH WOWOWOWOWOWOWW WHATWOWOWOWOWWOWOWW LOSLSOALA YOLOOOOO!!111!1!1!1!111!1!1111!1!1!1

    • @saturncat_.06
      @saturncat_.06 5 месяцев назад

      hey its stallion

  • @Fofiifii
    @Fofiifii 10 месяцев назад +5

    4:42 MOM LOOK THERE I AM!!!

  • @Sevant
    @Sevant 10 месяцев назад +5

    If ship couldn't ever enter a spike's texture without entering its hitbox straight flying wouldn't have ever looked as stunning as it actually does with the hitboxes GD has plus it just makes building hard gameplay a lot simpler

    • @user-hs7hw6hq7w
      @user-hs7hw6hq7w 10 месяцев назад

      Imagine pixel perfect ship straightfly, that no matter how many fps and/or Hz you have, you can't do.

    • @user-hs7hw6hq7w
      @user-hs7hw6hq7w 10 месяцев назад

      With all you need it simply place bottom spike two blocks down from top spikes

  • @baitornot4697
    @baitornot4697 10 месяцев назад +2

    Only people who have a problem with the hit boxes, are the ones who don’t have the slightest clue of the most basic of game design concepts. Pretty shocking how many people that play video games have no idea how they work, or the principles that go into designing them.

  • @NotApolloGMD20000
    @NotApolloGMD20000 Месяц назад +2

    watch rob make an April fools update with perfect fixed hitboxes

  • @1haust
    @1haust 10 месяцев назад +5

    bro couldve said a single sentence like "smaller hitboxes make the game easier and smoother to play" but yapped his way to 5 minutes

  • @YuraSuper2048
    @YuraSuper2048 10 месяцев назад +1

    the accuracy doesn't matter, what matters is how the player feels. in a game like this, a death should feel like a mistake of a player and not cause "i jumped there!" or "i didn't even touch it!" because that's the last thing you want the player to feel: that the game is unfair

  • @SWI_alt_to_avoid_comment_ban_3
    @SWI_alt_to_avoid_comment_ban_3 10 месяцев назад +1

    3:32 slaughterhouse jump would be impossible without this (the gap not double spike)

  • @kjp-sy8uf
    @kjp-sy8uf 10 месяцев назад +1

    The overlap makes it easier to see how much wiggle room you have, because seeing a 1 pixel overlap is basically impossible, and it makes the gameplay look far more intense because you can get closer to the obstacles

  • @RadioactiveBluePlatypus
    @RadioactiveBluePlatypus 10 месяцев назад +1

    As someone who does game dev this seems like second nature to me. Surprised there's even people arguing about this, I thought they were all joking.

  • @Corneax
    @Corneax 10 месяцев назад +1

    Tbh that's just standard game design, you never make obstacles as big as they look otherwise it feels unfair, and if something is helpful to the player you make the hitbox bigger

  • @Hlebuw3k
    @Hlebuw3k 10 месяцев назад +1

    People very often overhype the difficulty of Getting Over It and I'm tired of hearing that. I have not played Celeste but I'm already 90% sure it's harder.

  • @Sepi-chu_loves_moths
    @Sepi-chu_loves_moths 10 месяцев назад

    Hollow knight is a great example of this - check out skurry's recent hitbox only video for how cursed they are, and yet the average player would never ever notice the wierdness (except for Sly's great slash attack that ones way too big :/)

  • @Break.
    @Break. 10 месяцев назад +1

    its crazy how many people only knew games did this because of the megahack

  • @sh3rbert
    @sh3rbert 10 месяцев назад

    As an indie game dev its interesting having someone teach basic game design fundamentals in such a round about way. Generally in single player games you want to make hitboxes as forgiving as possible to not frustrate the player. It's better for the player to be able to be inside attacks then die from the slightest touch or what may seem to the player is no contact at all.

  • @Jdogrey1
    @Jdogrey1 10 месяцев назад +1

    This is why most games intentionally do not show people hitboxes. Random idiot who do not know what they are talking about will always complain if they know the hitboxes.

  • @m4norr
    @m4norr 10 месяцев назад +1

    "to help you understand" "this might sound confusing" "let me explain" bro it made sense 30 seconds into the video lmao

    • @ikilledaman
      @ikilledaman 10 месяцев назад

      FR its annoying

    • @ThreeletterIGN
      @ThreeletterIGN 10 месяцев назад

      I knew exactly what he was gonna say just after seeing the title and thumbnail lol
      Like bro it’s not that complicated

  • @birutologo
    @birutologo 10 месяцев назад +1

    Ok guys, hear me out. Let's make a lava themed top 1 extreme pretty similar to the golden using fixed hitboxes, since normal hitboxes make the game easier, fixed makes ot harder. The community will surely love it!

    • @Ellipsism.
      @Ellipsism. 10 месяцев назад

      Yeah! It should be more hell themed because everyone surely loves hell themed especially when it’s the 400th top 1 that uses the hell style! We should name it “Avernus” because it sounds cool ig!

  • @orangenal
    @orangenal 10 месяцев назад +1

    him: other platformer games
    my brain: celeste?
    him: celeste
    me: OMG CELESTE

  • @NummyGD
    @NummyGD 6 месяцев назад +1

    You COMPLETELY MISSED the reason spike hitboxes are small. They were designed for the cube gamemode. The cube rotates when you jump, but its hitbox doesn’t rotate because hitboxes can’t do that. Thus, your cube cuts way deeper into spikes than it appears to.
    This isn’t done to make things easy for the player, it’s done because the cube isn’t where you fucking see it!!!!!!!

  • @OmegaFalcon
    @OmegaFalcon 10 месяцев назад +2

    The Normal Design Behind Geometry Dash's Hitboxes because the community has never seen a hitbox in any game ever

  • @BluestormShre
    @BluestormShre 11 дней назад

    If Hitboxes were fixed from the start, then Michigun would've never been famous for his specialty

  • @youraverageintrovert1990
    @youraverageintrovert1990 6 месяцев назад

    as a person who played celeste for years before i ever touched GD, i never understood why ppl hated the hitboxes so much. forgiving hitboxes in many cases are FAR better than accurate ones, play celeste for 2 minutes with show hitboxes on to see

  • @death0910
    @death0910 10 месяцев назад +3

    well, gd actually does have coyote time, in game modes like the spider you can still click after falling off the platform. but for the cube i totally agree

    • @rraaiin
      @rraaiin 10 месяцев назад

      same for every other ground based gamemode im pretty sure. you seem to have less time with reversed gravity tho which is strange

    • @death0910
      @death0910 10 месяцев назад

      @@rraaiin well, with mini every game mode has coyote time

    • @rraaiin
      @rraaiin 10 месяцев назад

      ​@@death0910 just tested it and normal size has it too but for some reason only in reversed gravity

    • @PlzDoNotTheFade
      @PlzDoNotTheFade 10 месяцев назад

      Gd has a coyott time of 2 frames

  • @fluffisaurus7090
    @fluffisaurus7090 10 месяцев назад +1

    Generally, platformer game spike hitboxes should be smaller than the sprite appears so that the gameplay is more fair. So the spike hitboxes are perfect imo.

    • @ThreeletterIGN
      @ThreeletterIGN 10 месяцев назад +1

      Also in Celeste, the spikes are five pixels tall while their hitbox is only three.

  • @JasmineLi
    @JasmineLi 10 месяцев назад

    Robtop: bro wtf I just wanted to make a funny square hitbox.

  • @BlackHero20
    @BlackHero20 10 месяцев назад +1

    This is legit just game design 101. Its never abput being accurate to the sprite, its about making a fair and fun game experience
    The forgiving hitbox helps player have an easier time with tight jumps and makes gamemodes like the ship feel so much better to move in than they would be otherwise.
    I do not understand the people that complain about the hitboxes.

  • @victor9396
    @victor9396 11 месяцев назад +2

    this sort of game design is made so it's a minority of people complaining about game design rather than the majority
    just, damn look at the people complaining of interactable objects in re4r, if those weren't painted yellow you'd be complaining about having to interact with everything you see

    • @RispGD
      @RispGD  11 месяцев назад +1

      True, if it wasn't for games making their hitboxes bigger/smaller than the actual object. A lot of games would be alot more annoying in my opinion

  • @FloeAnimations
    @FloeAnimations 6 месяцев назад

    Rp top, all you need to do it’s make the hit box reach to the bottom of the spike, like no one uses the going under spike mechanic

  • @Ihonestlyforgot
    @Ihonestlyforgot 4 месяца назад

    Also i feel as the bad hitboxes remove the "I didnt even touch the spike" exuse

  • @jgn
    @jgn 5 месяцев назад

    mushihimesama type hitboxes
    and I'm pretty sure that's intentional, the default cube shows the much smaller player object collision (compared to spike collision) hitboxes with a dot on it's center
    I'd love to see a geometry dash-like that takes this concept to the next level

  • @RichConnerGMN
    @RichConnerGMN 11 месяцев назад +1

    as a celeste expert*, seeing celeste hitboxes explained was pretty weird lol
    *not really

    • @ThreeletterIGN
      @ThreeletterIGN 10 месяцев назад

      As someone who plays modded Celeste (funnily enough in the expert difficulty so i’m litterally a Celeste expert), that’s how i normally see the game.
      No but seriously there’s some really wack stuff you can do with it. Look up “Celeste dashless+” it’s completely insane

  • @Yoshistar238
    @Yoshistar238 2 месяца назад

    If the hitboxes were ever fixed, hundreds, thousands of levels will either become way more difficult, or impossible to play

  • @AnimatedDuck
    @AnimatedDuck 6 месяцев назад

    1:01 - 1:10 are we just not gonna talk about how well the gameplay in the bg syncs with the bg music

  • @lessgenericname
    @lessgenericname 10 месяцев назад +1

    ok but that one inner slope block with the huge rectangle hitbox sucks

  • @Yellowcat98
    @Yellowcat98 10 месяцев назад

    Honestly robtop should’ve made the spike hitboxes longer in the bottom to prevent weird straight flying and wave stuff

  • @kirlian5399
    @kirlian5399 10 месяцев назад

    Also notice how portals and orbs have *bigger* hitboxes than what would be intuitive. That's for the same reason, because otherwise it would feel unfair when it looks like you touched them but you actually didn't. In general, "good" things have bigger hitboxes and "bad" things have smaller ones.

  • @AlFasGD
    @AlFasGD 10 месяцев назад

    I really liked the idea of the narration, but for such a short video, the intro was very prolonged going around in circles instead of showing the motives briefly and once. Worse is the very brief explanation of several points, given that the intro was already long enough, but the end result didn't go deep enough. Specifically outlined:
    2:34 Simply not always true. If spikes had a triangular hitbox instead of a rectangular, it would barely make a difference. Circles on the other hand would indeed hit performance more, but there's also plenty of shapes that are computationally far more difficult. Plus the game also uses circular hitboxes for some objects (like saws as seen in the next frames). Furthermore, ultimately it is not just the hitboxes themselves requiring more computational power, it is also the proximity of the player to those hitboxes. You are not calculating the hitbox of a spike at the end of the level that's one minute ahead of you, since you are not even close to it. In short, it is good practice to group all objects into equidistant chunks and only filter those that are in close proximity to the user. Also, let's not forget about collision blocks that also share a similar story.
    4:13 This should straight up be illegal. The base of the spike should never be open for the user to touch. The obvious fix is to extend the spike hitbox height towards its base, without increasing its width. This would prevent this ridiculous straight fly, but also not prevent the actual straight fly through the heads of the spikes, as they are intended to be placed.

    • @RispGD
      @RispGD  10 месяцев назад +1

      Thanks for the criticism. I'm still working on making better videos as of right now, and i dont have much experience. And as someone who taught myself how to edit, i dont know all the techniques yet for making a good intro. Im trying to improve as I go. The only issue is my channel got popular before i had the chance to even practice.
      Also I know i made a lot of mistakes in this video, but I'm working to stop it from happening again in future ones.

  • @FlawlessM
    @FlawlessM 10 месяцев назад +1

    if u use the hitboxes in a wacky way (like the examples u showed at the begining) then its gonna look wacky, if u use them in a normal way, theyre actually good

  • @tntbusterck1417
    @tntbusterck1417 5 месяцев назад

    ok but what about the massive gap between the bottom of the hitbox and the bottom of the spike? i dont think a miniwave should be able to phase through spikes

  • @nataliexists
    @nataliexists 4 месяца назад

    the spike hitboxes in celeste are fine because if you squint your eyes, the spikes look like squares. but in gd the spikes are bigger and more triangular, making a square hitbox not fit well

  • @big_numbers
    @big_numbers 10 месяцев назад

    3:33 geometry dash does have this feature but only in specific circumstances. Botting the hell heaven shows just how far you can still jump after falling off a block at certain times (It’s like 100+ frames on 6969 fps)

  • @Thegrandrat24
    @Thegrandrat24 5 месяцев назад

    Lol I love how avernus (the level with fixed hitboxes) was in the background at the start 😂

  • @SunroseStudios
    @SunroseStudios 10 месяцев назад

    it's common practice in games to bias hitboxes in favor of the player like this. games that don't often feel unfair, because the human brain isn't actually that good at estimating things accurately in fast moving situations.

  • @X3m.Gaming
    @X3m.Gaming 10 месяцев назад +1

    as someone who played i wanna game i gotta say accurate hitboxes and no bs that make game feel better goes hard! also this is unrelated but gd has one of best hitboxes in games i have ever seen. my favorite part about it is how you can jump with a cube and hit the spike from jumping too late.

  • @JohnnyH-om3yx
    @JohnnyH-om3yx 9 дней назад

    I never really thought about why rob made the GD hitboxes, well, the GD hitboxes, but I gained some *k n o w l e d g e* from this vid, so yeh

  • @alecrutz6979
    @alecrutz6979 10 месяцев назад

    I love how this is so short yet gets a lot of information out in a short time.
    that said there are a couple very questionable hitboxes. notably there's a layout shell with a thick outline that is a square but it has a rectangular outline. Also the larger dagger saws being smaller than the medium dagger saws is whack.

  • @user-rx2oc5tl3u
    @user-rx2oc5tl3u 11 месяцев назад +1

    People actually complain about hit boxes? Don’t they know that it’s done on purpose?????

  • @iSys31
    @iSys31 10 месяцев назад

    If hitboxes were actually fitting the spikes, Cataclysm would still be considered the same way as in 2015

  • @bird9188
    @bird9188 10 месяцев назад

    accurate hitboxes would most likely not affect performance in any way unless the hitboxes are constantly being checked every single frame which they should never be from the beginning

  • @Chizinky
    @Chizinky 10 месяцев назад

    ngl fixing gd's hitboxes is like taking a car and giving it the least accurate hitbox and giving it to one of the best ssl's in the world, it just doesnt work

  • @gluggy
    @gluggy 10 месяцев назад

    Don't forget how the gd hitboxes are "HOW THE HELL DID THAT HIT ME I WANT EVEN TOUCHING IT"-proof, this is one of the main reasons why fixed hitboxes are annoying, especially in ship, at 4:18 you would see exactly what i mean. Did any of those deaths look fair? Did the ship icon look like it *actually* hit the spikes? No, this is why spike hitboxes in games like gd, and as you mentioned, celeste, are smaller than they look.

  • @Kleemet_
    @Kleemet_ 10 месяцев назад

    In Team Fortress 2 player, there's a weapon that's stats are literally based around the fact that you can hit a player when you hit approximately 1 meter from the player model. And it's balanced

  • @Woods55_
    @Woods55_ 10 месяцев назад +1

    one of my first games on my ipod touch oh man the days

  • @dashgbx7829
    @dashgbx7829 5 месяцев назад

    this hitbox is like this so that people would NOT "i didnt touch the spike"

  • @Alzter0
    @Alzter0 8 месяцев назад

    Easy game design tip: make the hitboxes for things which are good for the player big, and bad for the player small. Cheating the game to be in the advantage of the player makes it feel fair, paradoxically.

  • @buk5920
    @buk5920 10 месяцев назад

    3:35 it does, although it's only when you are upside down, most noticable with mini ball.

  • @positivity3311
    @positivity3311 10 месяцев назад

    a diffferent perspective: whe someone finally fixed them, the communtity was mad. (avernus)

  • @isthata4x4
    @isthata4x4 10 месяцев назад +1

    Exactly! “fixed” hitboxes are anything but fixed: they’re just bad game design

  • @buzzybees8604
    @buzzybees8604 10 месяцев назад

    Well I don't think anybody really ever wanted the hitboxes to be fixed, just thought they were weird, let's be honest lol (good vid tho bro)
    (also sorry I keep disagreeing with things, but Getting Over It isn't as hard as Celeste imo)
    Ik it seems like I hate the video but I just NEEDED to comment these things for some reason. I actually loved the video, it was really well made! And I fully agree with the main idea of it

    • @RispGD
      @RispGD  10 месяцев назад +1

      I definitely made alot of mistakes trying to make this video, but it was my first time trying out this video style and i didnt expect it to get so popular lol

    • @buzzybees8604
      @buzzybees8604 10 месяцев назад

      @@RispGD Yeah it's all good, Idk why I was looking at so many mistakes myself, Ig I was in a weird mindset

  • @katraena5225
    @katraena5225 8 месяцев назад

    I never found the hitboxes in this game bad, if they were accurate to the actual object it would feel ridiculous and unforgiving, when being so much as GRAZED by a spike kills you, at least with the current hitboxes crashing into a spike actually FEELS like crashing into it

  • @MewPurPur
    @MewPurPur 10 месяцев назад

    Gamedev here. Making hurtboxes smaller than the visuals is game design 101

  • @hunterrules0_o
    @hunterrules0_o 10 месяцев назад +1

    the mental gymnastics you have to do in this video is insane.

    • @ikilledaman
      @ikilledaman 10 месяцев назад

      this whole thing could be condensed into a two minute video or less

  • @pitkpitq7616
    @pitkpitq7616 10 месяцев назад

    Nice video! What do you use to make your thumbnails. I’m trying to make my own videos but can’t get anywhere because I have bad thumbnails.

    • @RispGD
      @RispGD  10 месяцев назад

      Try the websites pixlr or photopea. They are free and similar to Photoshop

  • @DerModster
    @DerModster 10 месяцев назад

    I get the spike hitbox but it needs to be extended downwards so all the mini game modes can’t just go under spikes. The shape is good, but why does it not reach to the bottom??!

  • @treudden
    @treudden 10 месяцев назад

    In terms of performance, a fixed hitbox for the spike would probably actually be more performant than the current one. It would just require a triangle the size of the spike.

    • @PlzDoNotTheFade
      @PlzDoNotTheFade 10 месяцев назад

      Rectangles and circles are faster than triangles

    • @treudden
      @treudden 10 месяцев назад

      @@PlzDoNotTheFade no, since triangles are the most simple shapes to draw and also have the fewest vertex points

    • @v4n1ty92
      @v4n1ty92 10 месяцев назад

      @@treudden perhaps for a human, but computers dont work like humans do. the most simple shape to a computer is indeed a rectangle

  • @greatpug5706
    @greatpug5706 10 месяцев назад

    2:37 hollow knight: are you sure about that

  • @ali_fast3553
    @ali_fast3553 Месяц назад

    If the spike hitbox was accurate cant let go will be harder or even worse we would never had it maybe
    (but probably we would cuz robtop wanted some songs in newgrounds or whatever it's called)

  • @matthewboyer4212
    @matthewboyer4212 10 месяцев назад

    Y'know how people hate Avernus for their fixed hitboxes?
    Yeah, they can't change.

  • @monsieurtoutlemonde1549
    @monsieurtoutlemonde1549 10 месяцев назад

    For once I am looking at a video about something else than Celeste, and yet the video still covers Celeste, I cannot escape mount Celeste

  • @Turtleblade
    @Turtleblade 10 месяцев назад

    Someone should make a top 1 with fixed hit boxes so to the average viewer it looks really easy but when you play it it’s way harder fr fr

    • @unnamed7430
      @unnamed7430 10 месяцев назад

      someone areadly did that

  • @Und3rcov3r
    @Und3rcov3r 10 месяцев назад

    Another reason the hitboxes are good is that the hitbox of your icon never rotates despite the icon doing so when it jumps. The hitboxes are made so you don't die while seemingly not touching any spikes

  • @shrekiscool4743
    @shrekiscool4743 10 месяцев назад

    The fact that he used avernus as bg footage at the start is hilarious.

  • @kubagrotowski
    @kubagrotowski 10 месяцев назад +1

    tldw: anti-how the fuck did that hit me measures

  • @WoolenForShort
    @WoolenForShort 10 месяцев назад +1

    its kinda crazy yall JUST NOW realized this🤦‍♂️

  • @justcater
    @justcater 10 месяцев назад

    having hitboxes be smaller than the object theyre attached to is literally basic game design. it makes any game more enjoyable and less unfair

  • @DrChris1
    @DrChris1 10 месяцев назад +1

    Bloodbath with fixed hitboxes 💀

  • @Frostywaffle
    @Frostywaffle 10 месяцев назад

    Top 10 reasons why buffed spike hitboxes shouldn't be called "fixed"
    #1: This video

  • @I_am_bacon._.
    @I_am_bacon._. 10 месяцев назад

    This is lemoncak in an alternate universe where he never made shorts.

    • @RispGD
      @RispGD  10 месяцев назад

      💀

  • @keey108
    @keey108 10 месяцев назад

    Its interesting coyote time exists when in reverse gravity actually

  • @epikoof
    @epikoof 10 месяцев назад

    i think forgiving hitboxes are good, it makes every death feel like the player's fault instead of the game's fault

  • @XUVI-hn6so
    @XUVI-hn6so 10 месяцев назад

    it will be fine if robtop just makesit so the borrom goes to the actual bottom and not that you can just go under it with a small icon

  • @Uhgoo
    @Uhgoo 10 месяцев назад

    THANK YOU, finally someone making a video on why the hitboxes are like that and not saying BLAHBLAHBLAH BAD HITBOXES because blahblah

    • @ikilledaman
      @ikilledaman 10 месяцев назад

      that’s literally this video

  • @VaiperGD
    @VaiperGD 10 месяцев назад

    hey great video and microphone! If you could please share your mic settings 🥺once again great video

    • @RispGD
      @RispGD  10 месяцев назад +1

      Well i don't use any mic settings, except i do use obs to record my voice. My microphone is the HyperX Quadcast btw

    • @VaiperGD
      @VaiperGD 10 месяцев назад

      alright thank you!@@RispGD