it might be a stupid question but, if collision box prevents one character to go through another, why or how they cant get on top one another after a jump in? is something to do about the game code?
Usually these games are coded in a way where collision boxes cannot sit on top of each other. So if one lands on top of another, it simply pushes out the character horizontally to the closest location that is not occupied. This is why Ibuki looks like she teleports left or right after doing a jumping attack on the last section of this video.
I'm assuming you're talking about the yellow box that extends from her hands. That part is not throwabale. The throwable section is the yellow box from the neck and down.
The yellow box that extends from the attacks are proximity block range. If you're holding back within that range, you will go into block stance regardless of the attack hitting your or not.
Noob here. I have a question. why not turn the collision box into the hurt box for regular attacks too instead of just throws and pushing your opponent?
Collision boxes are there to make character sprite/model animations interact in a way that makes sense to game play. They make things like jump ins and aerial interactions more natural. I'm going to use the I-no's Stroke the Big Tree as an example. The reason why the yellow collision box juts up higher than the blue hurt box is that it prevents opponents from jumping through it at lower heights. This is to prevent the move from being too easy to dodge during the start up while avoiding unnatural clipping if the opponent is airborne. The purpose of the move is the go really low to the ground and avoid mid/high attacks so if the collision box acted like a hurt box, it would defeat the design intent of the move. Sometimes it's easier to design game play when boxes don't have multiple properties.
Use bigger font and put it somewhere higher. Watching it on smartphone is almost impossible when you have to either watch what's going on or read descriptions. Not to mention searchbar covering text when paused.
Hello. I´m making an online course about game design (in Portuguese) and would like to use about 1 minute of your video showing collisions boxes. I´ll add credits with the name of your video and channel. Is it ok for you? Thanks.
this is gold, couldn't come close to finding a better video explaining fighting game mechanics better than your channel.
I’ve been trying to get into fighting games, but the process has been difficult. Videos like these help so much though!
Glad it helped. We have a whole series (and will continue to make more) so check them out!
ruclips.net/p/PLugPOu6NUTaMHSyoG5n09xe6tnFxUGpsK
Capcom's brillaint C.E patch notes brought me here. Thanks for explaining what collision boxes are.
Great guide, subscribed
Very good video i liked the way you explain the topic with texts it's short and informative thanks !
Thanks for nice informations
Amazing material. I wonder how this work in games like Tekken, where characters can sidestep.
Most of this applies to 3D games. Side step and homing attacks just use an extra axis to maneuver hit/hurt boxes.
Nice, really good info.
it might be a stupid question but, if collision box prevents one character to go through another, why or how they cant get on top one another after a jump in?
is something to do about the game code?
Usually these games are coded in a way where collision boxes cannot sit on top of each other. So if one lands on top of another, it simply pushes out the character horizontally to the closest location that is not occupied. This is why Ibuki looks like she teleports left or right after doing a jumping attack on the last section of this video.
Nice video and what the first music that play?
Red Cyclone by The Grammar Club. All the songs are listed at 0:08.
Sea Leaf Dojo oh i havent notice thanks
Question? At 1:10, Chun-li's collision box extends quite a lot. Could Zangeif have grabbed her then?
I'm assuming you're talking about the yellow box that extends from her hands. That part is not throwabale. The throwable section is the yellow box from the neck and down.
Do you know what that box is for then?
The yellow box that extends from the attacks are proximity block range. If you're holding back within that range, you will go into block stance regardless of the attack hitting your or not.
Noob here. I have a question. why not turn the collision box into the hurt box for regular attacks too instead of just throws and pushing your opponent?
Collision boxes are there to make character sprite/model animations interact in a way that makes sense to game play. They make things like jump ins and aerial interactions more natural. I'm going to use the I-no's Stroke the Big Tree as an example. The reason why the yellow collision box juts up higher than the blue hurt box is that it prevents opponents from jumping through it at lower heights. This is to prevent the move from being too easy to dodge during the start up while avoiding unnatural clipping if the opponent is airborne. The purpose of the move is the go really low to the ground and avoid mid/high attacks so if the collision box acted like a hurt box, it would defeat the design intent of the move.
Sometimes it's easier to design game play when boxes don't have multiple properties.
i see. well, thank you very much for responding. your videos are very welcome. i'm looking for all the help i can get.
EXCELLENT!
Thank you!
Use bigger font and put it somewhere higher. Watching it on smartphone is almost impossible when you have to either watch what's going on or read descriptions. Not to mention searchbar covering text when paused.
Now when I play fighting games I won't be able to UNSEE hit/hurt boxes.
Hello. I´m making an online course about game design (in Portuguese) and would like to use about 1 minute of your video showing collisions boxes. I´ll add credits with the name of your video and channel. Is it ok for you? Thanks.
Weird Hitbox Interactions: the name of the game in Smash 4
I could see hit "circles" doing wonky things. Any move in particular you want to point out?
those collision masks are the real ones or it was simply a representation? excellent content btw
I'm assuming you're talking about the light blue boxes. If so, those were edited into the video to clarify where to look.
Here's one strange collision box interaction I'm trying to understand in SFV ruclips.net/video/7I0IoqMk7tY/видео.html
so TEKKEN is not a fighting game?
Sorry, I couldn't finish. You need to dub narration over this. Great try tho, don't stop.
write a book next time you don't have a mic handy.
thx i learn a lot today