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infinite priority (Read 794 times)

Started by YoungSamurai5, January 11, 2013, 07:04:30 am
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infinite priority
#1  January 11, 2013, 07:04:30 am
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how do you feel about infinite priority. do you think blue hitboxes shouldnt be put on stuff like hair and blades for attacks or does it not matter, it should be put on all attacks?
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Re: infinite priority
#2  January 11, 2013, 07:06:58 am
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this topic has been talked about alot... imo I personally put Blue hitboxes on everything that isnt not part of the char even if they have a sword they get a nice blue hitbox so they be hit just as far as they can attack.

realistically it makes no sense but fairwise imo it does.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
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Re: infinite priority
#3  January 11, 2013, 07:11:15 am
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Infinite priority is a fictional term invented by elecbyte to describe a situation which they themselves created.  Commercial games don't have priority systems.

I will not rest until the term falls out of general use forever.
Re: infinite priority
#4  January 11, 2013, 07:13:42 am
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this topic has been talked about alot... imo I personally put Blue hitboxes on everything that isnt not part of the char even if they have a sword they get a nice blue hitbox so they be hit just as far as they can attack.

realistically it makes no sense but fairwise imo it does.



ahh ok i see, and yea sorry probably should have looked through the threads instead making a whole new topic.

Infinite priority is a fictional term invented by elecbyte to describe a situation which they themselves created.  Commercial games don't have priority systems.

I will not rest until the term falls out of general use forever.

im sorry if i missed something but did you actually answer my question on which way you think it should be? but i see what your saying




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Re: infinite priority
#5  January 11, 2013, 07:14:27 am
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no its fine i think those threads are pretty old.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: infinite priority
#6  January 11, 2013, 07:14:48 am
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Re: infinite priority
#7  January 11, 2013, 07:18:18 am
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All that shows is that characters have hitboxes that make them vulnerable during weapon attacks in Samurai Shodown.



What Aok said.

Make all of your characters' attacks hitdef priority 4 and only use hitboxes for attack advantages. Blue hitboxes don't need to cover red hitboxes, that is a myth. Everything depends on the difficulty of the command of the attack, the nature of the attack (throw, projectile, motional, motionless), the range of the attack, the frame times of the attack and the duration of the attack frames, etc.

Infinite priority? No such thing.
Re: infinite priority
#8  January 11, 2013, 07:18:53 am
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I did not know that
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: infinite priority
#9  January 11, 2013, 07:19:38 am
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Whether it's a weapon or a fist of a strand of hair makes no difference to me.  If it needs a red box I'll put it there.  If the move is too good I'll extend more blue to make it weaker.  The question is how easily punished do you want a particular attack to be?
Re: infinite priority
#10  January 11, 2013, 07:21:03 am
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ahh ok now i see what you are saying
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Re: infinite priority
#11  January 11, 2013, 07:28:20 am
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I'm making Real Bout characters. If they ever get released, they'll have "infinite priority" to match how they play in their source game. And I BETTER not hear any bitching about it after how long it'd have taken me just to release ONE new character. >:(

And now for an animation to close this post.



It's intentional. There is no priority in the game(except for projectiles and invincibility frames).

Gameplay wise, I spose they only wanted(let's use the image I posted for an example) Duck to be able to hit with his arm and not be able to be hit there. It's how the attacks in the game were designed. So that, for example, if Duck was using his head spin attack special move, you can knock him out of it with your punch and without being hit.



If there were defense clsn boxes over his hand, he wouldn't be able to stop the move like that. SNK wanted you to be able to stop it. If I were to convert him to Mugen and change the clsn boxes just to fit some imaginary standard that's there to "make sense" of how moves in a fighting game look graphically, or to give his attacks priority, then it'd be changing how Duck originally played.
Re: infinite priority
#12  January 11, 2013, 09:27:47 am
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If not doing an accurate character. Here are some general guidelines for making up clsn's.

They are designed to describe movement. Just because Ryu has a space between his legs, it doesn't mean a hitbox shouldn't go there, he has taken a step to put one leg forward, that's not animated, so we use a hitbox to show that.

At the same time, they should not be pixel perfect. For example, while standing, to simulate the fact you WOULD shift your arm out of the way of a near miss, there is little point placing clsn boxes on the arm in standing pose. At the same time, if you were punching, you would not adhere to the arm itself but would have a few pixels above/below/in front of it to show the character redirecting his aim, even though the sprites don't let you do this.

With weaponry, which logically should outprioritise everything cos hey, being hit in the sword doesn't hurt. You still have to be fair though. I find with swords this means 2/3rds of the weapon in question needs a blue clsn box (this can differ a bit, use your judgement) this means there is not always a screen filling clsn1 with no counter available.

It is always important to have hitboxes on the torso/legs and depending on character model, the head. It is not important to have hitboxes on extraneous stuff like extended arms or flapping capes and jackets unless they're actually attacking.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: infinite priority
#13  January 11, 2013, 02:33:20 pm
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Re: infinite priority
#14  January 11, 2013, 11:26:53 pm
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Re: infinite priority
#15  January 13, 2013, 12:47:13 am
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kod's tutorial is good, just ignore whatever it says about infinite priority, if you want to get an idea on how to make clsns look at capcom or snk games.
Re: infinite priority
#16  January 14, 2013, 06:51:33 am
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Anything that isn't Arcsys really.  I could list so many reasons why but suffice to say there's a certain "arbitraryness" to them.

Edit:
Don't be this guy
Last Edit: January 14, 2013, 06:54:46 am by Uncomfortable Bro Hug

GOH

Re: infinite priority
#17  January 14, 2013, 11:11:58 am
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Re: infinite priority
#18  January 14, 2013, 11:18:51 am
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are those the actual clsn boxes....
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Star Fucker said:
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
Re: infinite priority
#19  January 14, 2013, 11:20:39 am
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Not much worse than SF3 hitboxes. :P
Re: infinite priority
#20  January 14, 2013, 04:23:59 pm
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are not they 2-3 times worse ?
Re: infinite priority
#21  January 14, 2013, 04:35:04 pm
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Re: infinite priority
#22  January 14, 2013, 05:18:57 pm
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Does SG have notoriusly bad hit detection?