Hello. I´m making an online course about game design (in Portuguese) and would like to use about 1 minute of your video showing collisions boxes. I´ll add credits with the name of your video and channel. Is it ok for you? Thanks.
it might be a stupid question but, if collision box prevents one character to go through another, why or how they cant get on top one another after a jump in? is something to do about the game code?
Usually these games are coded in a way where collision boxes cannot sit on top of each other. So if one lands on top of another, it simply pushes out the character horizontally to the closest location that is not occupied. This is why Ibuki looks like she teleports left or right after doing a jumping attack on the last section of this video.
I'm assuming you're talking about the yellow box that extends from her hands. That part is not throwabale. The throwable section is the yellow box from the neck and down.
The yellow box that extends from the attacks are proximity block range. If you're holding back within that range, you will go into block stance regardless of the attack hitting your or not.
Use bigger font and put it somewhere higher. Watching it on smartphone is almost impossible when you have to either watch what's going on or read descriptions. Not to mention searchbar covering text when paused.
Noob here. I have a question. why not turn the collision box into the hurt box for regular attacks too instead of just throws and pushing your opponent?
Collision boxes are there to make character sprite/model animations interact in a way that makes sense to game play. They make things like jump ins and aerial interactions more natural. I'm going to use the I-no's Stroke the Big Tree as an example. The reason why the yellow collision box juts up higher than the blue hurt box is that it prevents opponents from jumping through it at lower heights. This is to prevent the move from being too easy to dodge during the start up while avoiding unnatural clipping if the opponent is airborne. The purpose of the move is the go really low to the ground and avoid mid/high attacks so if the collision box acted like a hurt box, it would defeat the design intent of the move. Sometimes it's easier to design game play when boxes don't have multiple properties.