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JetpackLover



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  01/03/2007
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2nd October, 2007 at 12:28:21 -

I'm working on a little test for a fighting type platformer like DMC/Smash, and I am wondering how do you make hit boxes. I have animations already, but I don't know how to set them up right. SO far I have drawn out the way I want to do it, but the coding(MMF2) is confusing me. How do I make the hit boxes move fluidly when I have to have them always in a certain position? (Thats just one of my problems with this) And I don't know how to float them or move them properly.

Anyone up to the task of explaining how basic hit/defense boxes are done? Even a basic way of doing it is good, I just need to know some way of making it happen.

Here is a illustrative example of how I assume it should be done(please help me)

http://img219.imageshack.us/img219/9541/hitboxexampleyx7.png


 
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Hotspot Jones



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  22/09/2007
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2nd October, 2007 at 14:38:44 -

Hm...I'm not sure if this helps, but I did something like this for a game.

I had a character with a pick-axe, and when he struck the ground it cracked open. What I did was, I made a "pick-axe object", and used this:

+Upon pressing "Shift"
-Set position of "pick-axe object" to [location of the pickaxe point in relation to main character].
-Set position of "pick-axe object" to 0,0

...so that, when Shift was pressed, the pick-axe point appeared (and if anything was under it, stuff would happen), and then disappeared back to a place off-map. It worked just fine.

SOOOOO...here's an idea (and maybe there's a better way to do it): Instead of trying to "move" your hit boxes, set them to their intended position on the animated character individually as it moves. For example:

+Troll animation is "Standing"
-Set position of "fist" to [wherever the fist is]

+Troll animation is "Punching"
+"Punching" in frame 1
-Set position fo "fist" to [wherever the fist is in Punching frame 1]

+Troll animation is "Punching"
+"Punching" in frame 2
[etc.]

You can do it for every frame, or just your key frames, and I THINK it should work. And if your "fist" overlaps with their "body", then you do the damage animations and set the damage, or whatever. I think this is how Mugen does it too.

Defense works the same way.

+Troll is "Defending"
-Set position of "Blocking fist" to [wherever the arms or whatever is]

Mind you, I haven't tested this (except as mentioned above), so I can't give you details about speed or whatever. Maybe you or someone else can use this as a jumping off point, though.

HSJ

 
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Wicked Studios



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2nd October, 2007 at 21:29:55 -

I've actually thought of something like this before, but never really followed through on it. In the animation editor set the action point on the fists/feet or wherever you want your attack to land, then make a condition

Always > Set position of hitbox to (0,0) of player

and make it relative to the action point. That way it will always be on the fists or feet when it needs to be. Then when your character plays an attacking animation and the hitbox is overlapping an enemies hit detection zone or w/e you're doing it as, it will do the damage and whatnot. Hope this helps!

 
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2nd October, 2007 at 23:59:44 -

Wicked Studio's method is the best way to do it, in my opinion. Do what he says and your game should work fine.

 
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TinaPetersen



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  01/10/2007
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3rd October, 2007 at 01:43:28 -

Yup frame by frame movement of hitboxes seems the only way to go right now.

 
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Fifth

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3rd October, 2007 at 12:35:11 -

Well, I had once tried to make an attack/damage zone type of thing that was based off of the collision box method here: http://www.total-klik.net/feature.asp?id=3

It was so that you could make a separate overlay for each frame of the areas that could deal and take damage for each player and enemy. It sort of worked, but there were some complications when the player would have his attack zone overlapping an enemy's attack zone at the same time their damage zones overlapped (both would end up taking damage).
Thus, I don't know if it'd be much help to you (as I never worked out that issue), and it may be a bit too meticulous for your needs, but if you can understand the theory behind it, perhaps you can do something with it.
http://www.geocities.com/f4fth/collision-map-example.zip

(Just make sure you understand the collision box tutorial first).

 
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TinaPetersen



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4th October, 2007 at 00:34:58 -

Well i just remember i once used the multiple path function.. 1 path for each animation however it takes a long time to sync it perfectly

 
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15th October, 2007 at 14:18:35 -

I also think that Wicked Studio's method should work fine.

 
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Creative Genius

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15th October, 2007 at 14:18:49 -

I also think that Wicked Studio's method should work fine.

Dammit, posted twice...

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