Are there any shmups that....

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SFKhoa
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Are there any shmups that....

Post by SFKhoa »

... has hitboxes as big or if not, bigger than the actual sprite/ship itself?
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OptimusPrimeX
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Re: Are there any shmups that....

Post by OptimusPrimeX »

SFKhoa wrote:... has hitboxes as big or if not, bigger than the actual sprite/ship itself?
First two games that come to mind are M.U.S.H.A and Alpha Mission 2.... it might not be exactly the whole ship, but pretty close. There are a bunch more games that come close, but those two were just off the top of my head.
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shiftace
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Post by shiftace »

I thought it was kind of the norm before, say, 1992. Give or take 2 years. A hitbox bigger than the ship is probably sloppy coding, but same-size is more intuitive than reduced, and when hardware wasn't good at handling 50+ objects, you needed a big hitbox to make dodging nontrivial.
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roushimsx
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Post by roushimsx »

Raptor: Call of the Shadows on PC had this problem. I was sad that it wasn't fixed for the Win32 version
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the2bears
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Post by the2bears »

shiftace wrote:I thought it was kind of the norm before, say, 1992. Give or take 2 years. A hitbox bigger than the ship is probably sloppy coding, but same-size is more intuitive than reduced, and when hardware wasn't good at handling 50+ objects, you needed a big hitbox to make dodging nontrivial.
Certainly now a hitbox bigger is probably sloppy coding but back then you had to make do with the processing power you had (and I suppose the ingenius ways of collision detection). Square hit-boxes are easy to code and fast to perform. Circles are also pretty easy, though coding might take more on early hardware due to floating/fixed point stuff.

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captain ahar
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Post by captain ahar »

frickin' Dragon Spirit on Turbo Grafx (not sure about other versions). i hate that game because 1)hitbox and 2) nearly (completely?) impossible to recover.

sidenote: MUSHA still owns my heart though.
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Strychnine
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Post by Strychnine »

Out of curiosity, once you have seized upon the knowledge of this theoretical shmup with a hitbox bigger than the ship (which would be...retarded) what are your plans?
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SFKhoa
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Post by SFKhoa »

TRY to 1CC them at most (emphasis on *try*) =P, or if not, experiment them myself by bullet-grazing attempts, haha.
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OptimusPrimeX
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Post by OptimusPrimeX »

Strychnine wrote:Out of curiosity, once you have seized upon the knowledge of this theoretical shmup with a hitbox bigger than the ship (which would be...retarded) what are your plans?

LMAO.... maybe some strange destructive urge to get killed by enemy bullets while having a large hit box.
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Shatterhand
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Post by Shatterhand »

Xenon 1 on Amiga. I am not sure if the Atart-ST version also suffer from the same problem.

The problem is that the ship is a bit shaped like an upside-down Y (Like many ships on shmups), but the hitbos is indeed a SQUARE around the ship.

This makes for really frustrating gameplay sometimes.

What's really weird is that none of the 8 bits versions (Spectrum, MSX and C64, AFAIK) suffer from this

If Xenon had a proper hitbox, would surely be an amazing shmup for its time.
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BrianC
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Post by BrianC »

Shatterhand wrote:Xenon 1 on Amiga. I am not sure if the Atart-ST version also suffer from the same problem.

The problem is that the ship is a bit shaped like an upside-down Y (Like many ships on shmups), but the hitbos is indeed a SQUARE around the ship.

This makes for really frustrating gameplay sometimes.

What's really weird is that none of the 8 bits versions (Spectrum, MSX and C64, AFAIK) suffer from this

If Xenon had a proper hitbox, would surely be an amazing shmup for its time.
Are the 8-bit versions of Xenon amazing shmups for their time?
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Post by Herr Schatten »

BrianC wrote:Are the 8-bit versions of Xenon amazing shmups for their time?
No.
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BrianC
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Post by BrianC »

Herr Schatten wrote:
BrianC wrote:Are the 8-bit versions of Xenon amazing shmups for their time?
No.
oh ok. What is wrong with them? The last post made it sound like the hitbox problem was fixed. I guess the 8-bit ones have other flaws instead?

G-Fighter and a couple other shooters in the Genesis and NES Action 52 have a huge hitbox. I don't know what's worse, the Genesis ones with the one hit gameplay or the NES version with the lifebar and worse collision detection.
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Shatterhand
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Post by Shatterhand »

I dunno, I wouldn't call them "Amazing"... but I would call them good games.

I think the Amiga version had an impact for having some real cool graphics and sounds for the time, while the 8 bits had none of this (Well.. the music was still great :D)

I think the Spectrum version, weirdely enough, is the best version of all. The only problem with it is that's a little too easy, and the graphics are 2 color only (Like lots of spectrum games), which makes bullets dificult to see sometimes. It has nearly the same gameplay of the Amiga version (If a little bit slower), a decent hitbox and horrible graphics :D

The MSX version is identical to the spectrum one. I used to play this game a lot when I was younger.

The C64 has different level design, is less inspired. But it's a very cool game anyway.

IMO, all those versions are better than any version of Xenon 2.
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