History Main / HitBoxDissonance

4th Dec '17 7:55:59 AM Cryoclaste
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* Some clever things have been done with ''{{Metroid}}'' bosses' hitboxes. A good example is Nightmare in ''VideoGame/MetroidFusion''. To get past him in a 1% run, [[http://www.metroid2002.com/fusion/23-nightmare.php Sesshoumaru]] analysed his hitbox carefully, discovering that his front shoulder wasn't "there" at all, while a considerable area above and below his body ''was''. (There's a rough sketch at the link.)

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* Some clever things have been done with ''{{Metroid}}'' ''Franchise/{{Metroid}}'' bosses' hitboxes. A good example is Nightmare in ''VideoGame/MetroidFusion''. To get past him in a 1% run, [[http://www.metroid2002.com/fusion/23-nightmare.php Sesshoumaru]] analysed his hitbox carefully, discovering that his front shoulder wasn't "there" at all, while a considerable area above and below his body ''was''. (There's a rough sketch at the link.)
17th Nov '17 12:38:35 AM LinTaylor
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* ''VideoGame/StreetFighterV'': Part of the reason Nash was a TierInducedScrappy early in the game's life-cycle was the fact that his hurtboxes during his punches and kicks were ludicrously big -- in the neighborhood of 150% bigger than his arm/leg -- making it trivially easy to stuff his attacks.
16th Nov '17 7:44:22 PM FRizer
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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a rectangular or cubic region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the attacker's a ''hitbox'' and the target's a ''hurtbox''; in other genres the term "hitbox" gets used for both.

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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a rectangular or cubic region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the attacker's a ''hitbox'' boxes that hit enemies (causes enemies to flinch) as "hitbox" and the target's a ''hurtbox''; boxes on their body as "hurtbox"[[note]]In most cases they overlap; over time, game developers are able to make boxes that act differently, and so the term "hurtbox" is born[[/note]]; in other genres the term "hitbox" gets used for both.



* The hitbox is disjointed: the hitbox and main damaging areas do not follow the physical logic of the attack.

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* The hitbox is disjointed: the hitbox and main damaging areas do not follow the physical logic of the attack. For fighting games, disjointed hitbox means the hitbox and hurtbox don't overlap like they usually do, which may mean [[InvulnerableAttack the attack is invulnerable]].
14th Nov '17 7:44:35 PM Amahn
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* ''VideoGame/StarTrekOnline'' had a bug early on with its pre-order/vendor-specific Tribble items. They were an item that you could pull out of you pocket and pet to heal a little HP, but a bug would cause them to increase in size each time they were used and they would stick to the player's hip as they grew. They counted as an extension of the player's hitbox and could grow to utterly massive scale, resulting in hitboxes that enabled a player to be shot from anywhere in pvp arenas and unable to fit through any passageways. This was quickly fixed.



* The classic ''Franchise/ResidentEvil'' games on the Playstation has weird hitboxes for zombie dogs; even though they are smaller than the player character, just shooting straight at them is enough to score a hit, even though realistically, you'd have to aim downwards to land a shot. The developers likely made the dog's hitbox larger on purpose for the convenience of the player so that they don't have to worry about making precision aim.

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* The classic ''Franchise/ResidentEvil'' games on the Playstation has weird hitboxes for zombie dogs; even though they are smaller than the player character, just shooting straight at them is enough to score a hit, even though realistically, you'd have to aim downwards to land a shot. The developers likely made the dog's hitbox larger on purpose for the convenience of the player so that they don't have to worry about making precision aim. Due to the game's 3rd person perspective it did also have an "aim assist" built in. You only needed to have your model facing any enemy's general direction to score a hit, the assist handled the actual gun "aim" in a cone. So it can be taken as the assist is aiming down while you're facing forward.
12th Oct '17 10:38:23 PM Abodos
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* In ''VideoGame/MetroidPrime 2'', Emperor Ing's [[BishonenLine second form]] takes an absurd amount of damage from the Screw Attack if you land near his feet. Not a direct hit, you must land near him. He'll crumple in under a minute. Also, his chin seems to block many blasts if you shoot him from ground level; try jumping. Data hacking revealed Ing has DummiedOut hitboxes near his knees that block shots but can be Screwed. The Wii rerelease fixed the hitbox.

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* In ''VideoGame/MetroidPrime 2'', ''VideoGame/MetroidPrime2Echoes'', Emperor Ing's [[BishonenLine second form]] takes an absurd amount of damage from the Screw Attack if you land near his feet. Not a direct hit, you must land near him. He'll crumple in under a minute. Also, his chin seems to block many blasts if you shoot him from ground level; try jumping. Data hacking revealed Ing has DummiedOut hitboxes near his knees that block shots but can be Screwed. The Wii rerelease fixed the hitbox.
2nd Oct '17 7:17:26 AM TheWarioBros
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* This is why the [[TheProblemWithLicensedGames licensed game]] for ''Literature/TheWizardOfOz'' is so horrendous to play. Because somehow, the collision detection for the platforms is incredibly messed up, so landing on them anywhere other than dead centre will send your character straight through them. What's more, that's not even getting into the problems with the enemy and character hitboxes, as the ''WebOriginal/AngryVideoGameNerd'' [[http://cinemassacre.com/2008/03/04/wizard-of-oz/ shows in his review.]]
8th Sep '17 4:34:01 PM MyFinalEdits
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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one ([[UpToEleven or both]]) of a character's feet are hanging in thin air and they aren't falling.
8th Sep '17 10:07:09 AM Eon-the-Dragon
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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) a character's feet are hanging in thin air and aren't falling.

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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) ([[UpToEleven or both]]) of a character's feet are hanging in thin air and they aren't falling.
8th Sep '17 10:06:19 AM Eon-the-Dragon
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Added DiffLines:

* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) a character's feet are hanging in thin air and aren't falling.
4th Sep '17 8:02:09 AM SeptimusHeap
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* In ''VideoGame/{{Counter-Strike}}: Source'', players' hitboxes actually lag a step behind their models. This can lead to some frustrating missed shots or WTF deaths. This happens in just about any online shooter to some extent, varying depending on lag and netcode.

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* In ''VideoGame/{{Counter-Strike}}: ''VideoGame/CounterStrike: Source'', players' hitboxes actually lag a step behind their models. This can lead to some frustrating missed shots or WTF deaths. This happens in just about any online shooter to some extent, varying depending on lag and netcode.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HitBoxDissonance