History Main / HitboxDissonance

18th Mar '17 5:52:34 PM nombretomado
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* ''{{Neopets}}'' released a game that, as part of a plot, was a re-skinned version of an older game. This is notable because the original game sprite was significantly smaller than the re-skinned sprite, but the hitbox remained the same. This was ostensibly a good thing until you realize that the center of the hitbox was located several pixels ''below'' the sprite itself, meaning that you had to fly higher than you thought you would to keep from dying. Bear in mind that this game is designed to constantly have your character descend unless you're consciously rising, so there's significantly more danger from scraping the bottom of the screen than the top to begin with.

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* ''{{Neopets}}'' ''{{Website/Neopets}}'' released a game that, as part of a plot, was a re-skinned version of an older game. This is notable because the original game sprite was significantly smaller than the re-skinned sprite, but the hitbox remained the same. This was ostensibly a good thing until you realize that the center of the hitbox was located several pixels ''below'' the sprite itself, meaning that you had to fly higher than you thought you would to keep from dying. Bear in mind that this game is designed to constantly have your character descend unless you're consciously rising, so there's significantly more danger from scraping the bottom of the screen than the top to begin with.
4th Mar '17 11:02:45 AM CyberController
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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 [[{{Bizarrchitecture}} the walls]] [[MalevolentArchitecture 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'' ''VideoGame/TheBindingOfIsaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrchitecture}} the walls]] [[MalevolentArchitecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.
17th Feb '17 4:54:41 AM Morgenthaler
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* ''{{Malifaux}}'' uses a similar mechanic to the ''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.

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* ''{{Malifaux}}'' ''TabletopGame/{{Malifaux}}'' uses a similar mechanic to the ''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.
1st Feb '17 11:35:49 AM Steven
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** There are a few jarring instances in the ''VideoGame/ParappaTheRapper'' games. This is the reason that [[PlanetHeck Stage 6]] of ''VideoGame/UmJammerLammy'' is one of the most [[IncrediblyLamePun hellish]] in the series; even nailing the notes perfectly will drop you down to a "Bad" rating. You ''won't'' get through without freestyling.

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** There are a few jarring instances in the ''VideoGame/ParappaTheRapper'' games. This is the reason that [[PlanetHeck Stage 6]] of ''VideoGame/UmJammerLammy'' is one of the most [[IncrediblyLamePun hellish]] in the series; even nailing the notes perfectly will drop you down to a "Bad" rating. You ''won't'' get through without freestyling. The first ''Parappa'' game was notoriously difficult due to how strict the timing windows were and it made stage 5 ThatOneLevel due to absurd amount of buttons needed to be pressed back to back with near precision timing. The sequel made the timing windows much more forgiving.
29th Jan '17 11:32:02 PM DastardlyDemolition
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* Many games in ''VideoGame/{{Action 52}}'' suffer from this.

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* Many games in ''VideoGame/{{Action 52}}'' suffer from this.this as the games are little more than bare bone [[ObviousBeta alphas]] of actual games.
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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Added DiffLines:

* 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.

to:

* ''{{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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HitboxDissonance