![]() ![]() On magic, fire, or energy projectiles, this can be Hand Waved as only the core of the projectile counting, with the aura around it just being gases or debris of some sort. This can be a rather glaring form of Fake Difficulty if your character is a One-Hit-Point Wonder. The player's hitbox is too large, or extends beyond the visible portion of the sprite.Although it makes the game easier against enemies (especially when dodging bullets), it can be more difficult trying to land on a platform when you don't know how much platform you have to work with. On the other hand, a larger hitbox means you can hit the enemy without your attacks actually touching the enemy. This is especially problematic for enemies that attack via Collision Damage, and in extreme cases can break Willing Suspension of Disbelief when shooting the air two feet away from the big guy makes him bleed anyway. This makes the enemy harder to hit, and tends to happen with small enemies that are already Goddamned Bats to begin with. ![]() Sometimes, whether intentional or not, hitboxes don't match up quite right with the graphics, thus producing Hitbox Dissonance. More modern 3D games have a whole separate model made of hitboxes that closely follows the rendered model in logical space, many including different values for different body parts to enable hits to weak points for massive damage. In the early days, it was a box, as a rectangular or circular solid is less math-intensive when doing the collision checks. ![]()
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