History Main / HitBoxDissonance

10th Jan '17 2:12:52 AM Zekira
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* Because [[RabiRibi Rabi-Ribi]] was designed with bullet hell elements in mind, Erina's hitbox is actually much smaller than her sprite, different from the usual fare for 2D Platformers and Action games. It can be viewed either through a hidden technique or just shortly after a boss fight starts (in the later versions). To balance it out and make things look fair, the game designs the rest of the game's hitboxes with both sides in mind:

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* Because [[RabiRibi [[VideoGame/RabiRibi Rabi-Ribi]] was designed with bullet hell elements in mind, Erina's hitbox is actually much smaller than her sprite, different from the usual fare for 2D Platformers and Action games. It can be viewed either through a hidden technique or just shortly after a boss fight starts (in the later versions). To balance it out and make things look fair, the game designs the rest of the game's hitboxes with both sides in mind:
10th Jan '17 2:11:59 AM Zekira
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* Because [[RabiRibi]] was designed with bullet hell elements in mind, Erina's hitbox is actually much smaller than her sprite, different from the usual fare for 2D Platformers and Action games. It can be viewed either through a hidden technique or just shortly after a boss fight starts (in the later versions). To balance it out and make things look fair, the game designs the rest of the game's hitboxes with both sides in mind:

to:

* Because [[RabiRibi]] [[RabiRibi Rabi-Ribi]] was designed with bullet hell elements in mind, Erina's hitbox is actually much smaller than her sprite, different from the usual fare for 2D Platformers and Action games. It can be viewed either through a hidden technique or just shortly after a boss fight starts (in the later versions). To balance it out and make things look fair, the game designs the rest of the game's hitboxes with both sides in mind:
10th Jan '17 2:10:52 AM Zekira
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* Because [[RabiRibi]] was designed with bullet hell elements in mind, Erina's hitbox is actually much smaller than her sprite, different from the usual fare for 2D Platformers and Action games. It can be viewed either through a hidden technique or just shortly after a boss fight starts (in the later versions). To balance it out and make things look fair, the game designs the rest of the game's hitboxes with both sides in mind:
** The aura/glow around many small bullets are included in the hitbox. Notable example is the pellets that sprout from the swaying stems attack.
** Most bullets that look larger have their hitboxes smaller than the edge of the sprite would suggest. Notable example is Syaro's falling crystals attack; on certain difficulties, going through the middle of 2 of these perfectly placed beside each other is the only way to clear that pattern without damage.
** Hitboxes of enemies are usually a bit larger than their sprite suggests. While this makes landing combos easier without sacrificing difficulty, it also balances it out due to Erina's visual sprite actually hitting the enemy visual sprite to trigger CollisionDamage.
** Despite the game's balance, there are still some projectiles that are quite non-intuitive:
*** Lilith has an attack where lightning shoots down from the sides of the screen and thin-but-long bullets form from them and move towards the center. The hitboxes of these thin bullets extend slightly way past its tail.
*** One of the final bosses of the main game is a long, huge flying creature, and it has an attack which swoops down and immediately flies up towards your location. However, the wings have absolutely no hitbox, meaning you can just walk sideways and completely dodge it. Justified in that the attack is so fast that it would probably be undodgeable otherwise. This does also mean, however, that hitting its wings don't do damage.
*** "Lightning-like" laser attacks' hitboxes immediately form entirely even before the the entire lightning comes down. This means that if you happen to be just in range of where the laser would strike, as soon as the visual forms at the top of the ceiling, Erina can get hit even before it hits the ground. This is most evident when its the fatal attack, as the screen freezes when Erina gets KO'd and you can see the lightning not even anywhere close to the middle of its path.
8th Jan '17 9:45:47 AM nombretomado
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* ''{{Malifaux}}'' uses a similar mechanic to the ''IronKingdoms'' games (above). Each model has a defined base size (30mm, 40mm, or 50mm in diameter) and a Height stat describing its height in inches. As far as the rules are concerned, every model is thus a cylinder with those dimensions regardless of the actual model's dimensions. While this works from a pure rules perspective, there is often a great discrepancy between a model's stats and its actual physical size. This includes models that can barely fit on their base, but is most commonly seen in models whose height has only the vaguest connection to their Height stat. There are many instances where a model is fully an inch taller than another, but their Height stats are the other way around.

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* ''{{Malifaux}}'' uses a similar mechanic to the ''IronKingdoms'' ''TabletopGame/IronKingdoms'' games (above). Each model has a defined base size (30mm, 40mm, or 50mm in diameter) and a Height stat describing its height in inches. As far as the rules are concerned, every model is thus a cylinder with those dimensions regardless of the actual model's dimensions. While this works from a pure rules perspective, there is often a great discrepancy between a model's stats and its actual physical size. This includes models that can barely fit on their base, but is most commonly seen in models whose height has only the vaguest connection to their Height stat. There are many instances where a model is fully an inch taller than another, but their Height stats are the other way around.
3rd Jan '17 5:26:38 PM Nicoaln
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* ''VideoGame/DivinityOriginalSin'':
** Prior to the enhanced edition, the hitboxes for backstabbing were not indicated, and were quite small. This resulted in many players getting frustrated as they are clearly behind a target yet the game still has them regularly attack. Fortunately the Enhanced Edition fixed this.
** Sadly, Enhanced Edition didn't fix a few instances of this happening in other cases. Some AreaOfEffect attacks would give you a full hit when your character was two pixels to the side. Very small enemies are also [[GodamnedBats annoying to fight]] because their hitboxes are so small the game might mistake an attack click for a move click.
3rd Jan '17 5:19:56 PM Nicoaln
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* This goes both ways in ''VideoGame/StarWarsTheOldRepublic''. Sith Assassins/Jedi Shadows and Operatives/Scoundrels have attacks that require them to be behind the target. The hitboxes can be wonky, which results in you being right behind a target yet the game thinks you're outside of the required hitbox, or when you're clearly to the side yet can still BackStab.
23rd Dec '16 9:49:07 AM BeerBaron
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* This is part of what makes the infamous Cliff Racers of ''VideoGame/TheElderScrollsIIIMorrowind'' so bad: the hitbox is misaligned so that it manages to both hit when it shouldn't and miss when it should have hit. Fortunately, getting below them and aiming for center of mass is pretty reliable. Once you kill them the hit box still haunts you, as you need to remove the corpse to be able to grab anything near it or you will attempt to loot its plumes instead.

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* This is part of what makes the infamous Cliff Racers of ''VideoGame/TheElderScrollsIIIMorrowind'' so bad: the hitbox is misaligned so that it manages to both reviled as GodDamnBats. When alive, their hit when it shouldn't and miss when it should have hit. box is an inexplicably small portion of their body. Fortunately, getting below them and aiming for center of mass is pretty reliable. Once you kill them the hit box reliable, but they are still haunts you, as you hell for archers and spell slingers at a distance. Then when they die, this is reversed. You'll need to remove the dispose of their corpse in order to be able to grab anything near it access any items or you will attempt to loot its plumes instead.other corpses nearby because their dead body "container" selection box is inexplicably massive.
27th Nov '16 3:46:07 PM ThePocket
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* Flies and spiders in ''The Binding of Isaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrechitecture}} the walls]] [[MalevolentArchictecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.

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* Flies and spiders in ''The Binding of Isaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrechitecture}} [[{{Bizarrchitecture}} the walls]] [[MalevolentArchictecture [[MalevolentArchitecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.
31st Oct '16 11:51:40 AM DustSnitch
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* Due to a glitch in the ''[[UpdatedRerelease HD Final ReMIX]]'' version of ''VideoGame/KingdomHeartsII, some of Vexen's ice attacks will hit even when they're clearly not near their intended targets.

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* Due to a glitch in the ''[[UpdatedRerelease HD Final ReMIX]]'' version of ''VideoGame/KingdomHeartsII, ''VideoGame/KingdomHeartsII'', some of Vexen's ice attacks will hit even when they're clearly not near their intended targets.
28th Oct '16 4:00:47 AM Gosicrystal
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[[folder:Sports Games]]
* Several instances in ''VideoGame/ArcStyleBaseball3D'':
** Infielders will somehow tag you out if you pass running by them. ''Behind their back, without turning around''. It really challenges the WillingSuspensionOfDisbelief.
** While pitching a forkball, you can make the ball go through the dirt or home plate, as the ball icon will disappear.
** Fielders can merge with each other and [[GameBreakingBug with the outfield walls]] when diving for the ball.
[[/folder]]
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