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This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
Cagar
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Post by Cagar »

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Last edited by Cagar on Wed Dec 20, 2023 4:27 pm, edited 4 times in total.
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hzt
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Re: HITBOXES

Post by hzt »

The hitboxes in ESP Ra. De. are in a confusing place and the way the sprites wiggle make it even worse to locate precisely. Blue Wish Resurrection hitbox is supposedly visible but it's not in the place where the marker claims it to be. I would take the Pork hitbox over either of those, actually I've never had a problem with it.

Rectangular hitboxes suck and I do not like them.
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Illyrian
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Re: HITBOXES

Post by Illyrian »

In this day and age, any shmup that gets made without a visible hitbox just isn't worth playing. I don't mind games with invisible hitboxes when they at least show you where they are (Progear) but my real pet hate is with games that have large invisible hitboxes (Garegga and Strikers series I'm looking at you).

Hitboxes that are the entire ship don't bother me (Gokujyou Parodius for example) because you know it is the whole ship. I just really dislike ambiguity as it leads to inprecision.

Best hitboxes ever? The hitboxes from DFK for being just the right size for the game, the hitbox from the Touhou series has always felt fair for the barrages being sent at you.

Worst hitboxes ever? Dodonpachi and Strikers 1999 (seriously what possible reason can lead to people thinking a rectangular hitbox is a good idea?)
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BPzeBanshee
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Re: HITBOXES

Post by BPzeBanshee »

Wimp.
Worst hitboxes ever? Dodonpachi and Strikers 1999 (seriously what possible reason can lead to people thinking a rectangular hitbox is a good idea?)
That's probably a collision detection limitation, and not all shmups use rectangular hitboxes but most do for performance reasons. G-Wange Ruga Dai-Ou-Jou Twelve Kizuna Down uses circular hitboxes which is frankly terrible considering its engine limitations for positioning and size (you can move the circle up/down from object centre or increase the radius) and it's quite bad for performance when they're drawn to become visible.

As for the ESPRade hitboxes, it's not that difficult. Look at the neck collars of the characters, they all have one that's oddly coloured for the rest of the their clothes (ie. JB has a green collar with purple shirt). That's where the hitbox is from my previous research.
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Gus
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Re: HITBOXES

Post by Gus »

Illyrian wrote:In this day and age, any shmup that gets made without a visible hitbox just isn't worth playing.
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Re: HITBOXES

Post by Eaglet »

Yagawa hitboxes are always in places where a hit would mean instant death.
Wings and shit are ok but get hit in the cock[pit] and you dead, son.

Quite logical.
moozooh wrote:I think that approach won't get you far in Garegga.
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Re: HITBOXES

Post by trap15 »

Illyrian wrote:Worst hitboxes ever? Dodonpachi and Strikers 1999 (seriously what possible reason can lead to people thinking a rectangular hitbox is a good idea?)
You wish those were the worst hitboxes ever. Have you played Mars Matrix? *shudder* Apparently Mars Matrix's hitbox is 10x12... and that doesn't even make sense when you're moving since the ships tilt so far.
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Illyrian
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Re: HITBOXES

Post by Illyrian »

Never really tried Mars Matrix.

I refuse to play a game that only uses 1 button when arcade cabs have at least 4.

The only way I found to make it work was to bind like 3 buttons to fire on my arcade stick and use them in different ways.
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Re: HITBOXES

Post by Vamos »

Invisible hitboxes defintely add a bit more challenge and require more skill to navigate but however when you become spoilt with visible ones its hard to go back , definitely love a visible hitbox .
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Re: HITBOXES

Post by Illyrian »

Vamos wrote:Invisible hitboxes defintely add a bit more challenge and require more skill to navigate but however when you become spoilt with visible ones its hard to go back , definitely love a visible hitbox .
They require more skill in the same way that using an arcade stick with buttons that sometimes don't work requires more skill.

In that it is a challenge you shouldn't need to deal with.
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Post by Cagar »

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Re: HITBOXES

Post by Vyxx »

A visible hit box is definitely a nice addition but it's not a game breaker if your ship doesn't have one.

Esprade was the one I could never quite get, or at least feel comfortable with going into a decent sized bullet pattern. I was told to somewhat protect the players neck. I don't know, it just never clicked with me. I feel shooters like Garegga and the like have perfect hitboxes. Perfect size, position, and I somewhat like the fact that they aren't visible. Of course, if you're playing Mushi Futari BL God Mode then yes, a visible hitbox is basically required.
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Re: HITBOXES

Post by Zeron »

Having a visible hitbox in Raizing style and Seibu games would be fucking ridiculous games with very dense patterns are the only ones that should have them.
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Re: HITBOXES

Post by Illyrian »

Zeron wrote:Having a visible hitbox in Raizing style and Seibu games would be fucking ridiculous games with very dense patterns are the only ones that should have them.
Why?

Do you think it is a better experience? What is better about playing Raiden Fighters 2 for example without a visible hitbox?
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Re: HITBOXES

Post by Zeron »

Ok guys lets just drop the sprites and have a flying orb which has marked graze points.
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Illyrian
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Re: HITBOXES

Post by Illyrian »

I never suggested that. why are you trying to put words in my mouth? can't you think of a proper answer?
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Re: HITBOXES

Post by Zeron »

Not enough bullets onscreen to justify it there thats a reason.
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mesh control
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Re: HITBOXES

Post by mesh control »

I prefer non-visible hitboxes from a design perspective. Pink Sweets and Seibu games with grazing aspects give you a good idea where not to get hit.


Mars matrix's hit box is just fine. None of the dodging requires a tiny hitbox, you need to rely on your movement options.

Complaining about Mars matrix minimalist button configuration? The game needs copious amounts of love.
What kind of hitboxes do you hate?
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matrigs
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Re: HITBOXES

Post by matrigs »

i very rarely watch my ship when playing. it's maybe useful for very slow dense patterns but otherwise you don't see what's coming next.
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Re: HITBOXES

Post by Vamos »

Illyrian wrote:
Vamos wrote:Invisible hitboxes defintely add a bit more challenge and require more skill to navigate but however when you become spoilt with visible ones its hard to go back , definitely love a visible hitbox .
They require more skill in the same way that using an arcade stick with buttons that sometimes don't work requires more skill.

In that it is a challenge you shouldn't need to deal with.
Haha wut? who made you an authority on what the challenge should or should not be? What you are meant to say is its a challenge you are not cut out to deal with so gravitate to the easier visible hitbox option as a preference . Funny how the best players here have dominated every type of shmup going big hitbox ,small hitbox ,visible invisible, hori ,vert whatever and never make absolutist statements claiming how the game they just beat should be or the challenge should have been this or that .What you choose to play and the challenges you choose is simply just preference . The comparison is stupid aswell as a hitbox is consistent the code doesnt suddenly work then stop like an arcade stick with duff buttons does so again the navigation all comes down to you and your skill level and the challenge the game presents to you . Seriously you post so much stupid shit .
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Re: HITBOXES

Post by Vamos »

Illyrian wrote:
Zeron wrote:Having a visible hitbox in Raizing style and Seibu games would be fucking ridiculous games with very dense patterns are the only ones that should have them.
Why?

Do you think it is a better experience? What is better about playing Raiden Fighters 2 for example without a visible hitbox?
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Re: HITBOXES

Post by Illyrian »

Zeron wrote:Not enough bullets onscreen to justify it there thats a reason.
No it isn't.

By your logic the hitbox in touhou games should only be visible on lunatic difficulty? Or in DFKBL when the red guage is full? Whether there are 10 bullets on screen or 1000 not having a visible hitbox makes every 'close to a bullet' dodge slightly less accurate than it should be. It removes some of the control from the player for no positive purpose.
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Re: HITBOXES

Post by Zeron »

DFK BL with the red gauge empty produces more bullets than Raiden Fighters does just saying.

Touhou and the modern CAVE games require you to squeeze between bullets. Seibu games outside of some boss battles and if you want to graze has a different approach to "dodging" and that is to outmanouver and flank the incoming barrages and not squeeze through them same goes for Raizing to a certain degree.
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Re: HITBOXES

Post by Illyrian »

Indeed you don't dodge individual bullets in raiden fighters 2, rather slide past solid lines of them etc. i'm just saying that having an invisible hitbox in no way makes that experience less enjoyable, but does make it less precise.
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Re: HITBOXES

Post by Obscura »

Personally, I prefer it when the hitbox isn't marked with a golden ball or whatever, but is kinda suggested on the spirte.

For instance, in Espgaluda, the way the wings "frame" the hitbox. Or the way that Ketsui's ships have some detail that hints at the hitbox location. I find it more intuitive to dodge with setups like that than I do when there's some glowing orb saying "don't get hit here!".
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Re: HITBOXES

Post by Zeron »

Illyrian wrote:Indeed you don't dodge individual bullets in raiden fighters 2, rather slide past solid lines of them etc. i'm just saying that having an invisible hitbox in no way makes that experience less enjoyable, but does make it less precise.
And mastering that precision is part of the game!
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mesh control
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Re: HITBOXES

Post by mesh control »

Illyrian wrote:Strikers 1999 (seriously what possible reason can lead to people thinking a rectangular hitbox is a good idea?)
Would rather have a couple of extra pixels attached to the wings?
A rectangular hit box makes perfect sense in a Psikyo game.
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Re: HITBOXES

Post by Elixir »

Zeron wrote:Ok guys lets just drop the sprites and have a flying orb which has marked graze points.
ok

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Re: HITBOXES

Post by Eaglet »

Dodging in Garegga is based on two things:
1. Being able to redirect fast (often large) bullets whilst inside spreads.
2. Doing so with great precision.

The Wall, second form of Stage 6 Baws, BH2, Glow Squid are all prime examples.

You do not need a visible hitbox for this.
Besides, i think it would both look ugly and not force you to "feel" the game as much as you need to.
Garegga is all about "feeling".

Hitbox in Batrider is incredibly easy to figure out since sparks fly like shit whenever you graze.
moozooh wrote:I think that approach won't get you far in Garegga.
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Re: HITBOXES

Post by dan76 »

I think of a visible hitbox as a bonus. It's dangerous to get too used to playing with them. I think Mushi gets it right in that the hitbox is only visible when pressing laser - seems like a good balance, but one they didn't repeat (did they?).
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