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two Idea's that could possibly be used to edit Link's hitbox

Link custom hitbox

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Poll: two Idea's that could possibly be used to edit Link's hitbox

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do you think this is a plausible way of doing this?

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#1 Shadowblitz16

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Posted 02 November 2016 - 02:50 PM

ok so I was thinking last night before I went to bed how I could possibly edit link's hitbox without breaking other scripts.

 

1) using ffc

this method would use a ffc to  that synced to link's x and y.

it would be there with a custom hitbox array and would check if Link has collided with a combo, ffc or enemy.

if it returned true it would check if the collision point being topleft, topright, bottomleft, or bottomright is within the custom hitbox definitions

if this were to return false you would reset Link's variables to their previous state

this method would require a way to get a collision point and to void a collision without turning off his hitbox

 

2) using hitbox offsets

this method would use a custom hitbox array within a global variable and not a ffc.

it would check if Link has collided with a combo, ffc or enemy.

if he has hit would offset his hitbox to the defined hitbox array and check for collisions again

if the whole loop of checks would returns false, then link's variable would be reset to there previous state

this method would require a way to simulate collisions checks and to void a collision

 

voiding collisions would just be resetting link's variables to there previous state

you could in turn use a ffc for number 2 too this would allow you to create knockback or Link speed adjustments with both methods

 

so what do you guys think? are these methods possible with the current state of the scripting language?

do you think this would be achievable while preserving custom libraries and the way they handle collisions?


Edited by Shadowblitz16, 02 November 2016 - 02:54 PM.


#2 cavthena

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Posted 02 November 2016 - 03:04 PM

It's not impossible, a lot of work, but not impossible. Important question though... Why? Why do you want to essentially rewight Link's collision? What sort of situations would this come in handy? How would this effect current scripts or future scripts? How would this affect frame rates? How well would this really work?

A few things to think about when creating a library to be used across multiple games and scripts.

If you decided to rewight the entire collision code as script you'd be pretty much rewighting nearly half the engine itself and in the end it wouldn't be nearly as effecient or accurate as what we have now.

#3 Shadowblitz16

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Posted 02 November 2016 - 03:22 PM

@cavthena

well I was trying to avoid rewriting the whole engine and just rewrite the Link's hitbox

but I wanted to rewrite the hitbox so I can implement GB collisions,

in the GB link's hitbox was smaller on the left and right side and he had a constant knockback with enemy knockback modifiers

he also moved at a different speed



#4 Timelord

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Posted 12 November 2016 - 04:43 AM

I use either ffcs, or weapons for this type of thing. Both certainly do work, and are important for special 'large' sprites, such as 32x16.





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