YesNoOk
avatar

Things to check for fluidity/stiffness, Hitboxes on short limbed characters? (Read 1218 times)

Started by Ricepigeon, June 28, 2013, 05:58:27 pm
Share this topic:
Things to check for fluidity/stiffness, Hitboxes on short limbed characters?
#1  June 28, 2013, 05:58:27 pm
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com

  • Online
Alright, so after seeing some feedback on one of my more recent releases in this thread, I've had to put progress on some newer stuff on hold until I could iron out the more glaring issues.

Perhaps most noticable is the stiffness, which I know has to do with her ability for moves to cancel. While I did address the issue of the charge buffer in an update, it seems some stiffness still exists. I'm noticing now sometimes trying to follow up a jump in with a ground normal doesnt always come out, but I'm not sure if its just something I'm overlooking or if its just me inputting the commands too fast.

Another issue seems to be with her normals ranges. I know most touhou characters have shorter limbs than most due to sprite proportions, and after looking at some of her source hitboxes that the hitbox sizes can be extended a bit, but most of the changes I've done so far seem to be within the range of maybe 5-10 pixels just to get it to match the source. I don't want to overextend the hitboxes to the point where they become excessive and no longer make sense, but at the same time I don't want to make the mistake of having the normals lack range, either.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: June 28, 2013, 06:35:04 pm by Ricepigeon
Re: Things to check for fluidity/stiffness, Hitboxes on short limbed characters?
#2  June 28, 2013, 07:30:31 pm
  • ******
  • YOMI
    • www.justnopoint.com/lbends
Tried and true methodology:

Extend hitboxes, apply effects to match new range.  More easily done with slashing moves.
Re: Things to check for fluidity/stiffness, Hitboxes on short limbed characters?
#3  July 01, 2013, 12:14:22 am
  • *****
  • Mega Klinklang confirmed
    • USA
    • ricepigeon.webs.com

  • Online


well that takes care of the hitbox problem somewhat. Still leaves the stiffness issues though.

I'm beginning to wonder if it has to do with using the default states of mugen, since sometimes I'll notice that putting in stateno = 52 as a trigger for ground normals, I'll still have to wait a few ticks to make the input before the move will be allowed to come out. I know this only solves part of the problem, though. Anything I should take note of?

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.