Hitbox: Difference between revisions

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[[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are hurtboxes, and red bubbles are hitboxes.]]
[[File:Mewtwo Up Aerial Hitbox Melee.gif|thumb|200px|An example of offensive and damageable collision bubbles in ''Melee'', as demonstrated with {{SSBM|Mewtwo}}'s up aerial. Yellow bubbles are hurtboxes, and red bubbles are hitboxes.]]


A '''hitbox''' or '''collision bubble''' (also known as a '''hitbubble''' and officially called an '''attack collision''' in ''Smash''<ref>[https://youtu.be/rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>) is the main structure for how attacks are executed in most fighting games. An attack's hitbox is the part of that attack that can deal damage when touched. A character's '''hurtbox''' (also called a '''hurtbubble''') is the part of a character which, when touched by a hitbox, causes the character to take damage. In other words, when an attack's hitbox overlaps with a hurtbox, the attack is considered a hit. An attack may have more than one hitbox associated with them, and while hitboxes are invisible, they usually, though not always, have the same shape as the attack's animation.
A '''hitbox''' or '''collision bubble''' (also known as a '''hitbubble''' and officially called an '''attack collision''' in ''Smash''<ref name="attackcollision">[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>) is the main structure for how attacks are executed in most fighting games. An attack's hitbox is the part of that attack that can deal damage when touched. A character's '''hurtbox''' (also called a '''hurtbubble''') is the part of a character which, when touched by a hitbox, causes the character to take damage. In other words, when an attack's hitbox overlaps with a hurtbox, the attack is considered a hit. An attack may have more than one hitbox associated with them, and while hitboxes are invisible, they usually, though not always, have the same shape as the attack's animation.


==Overview==
==Overview==
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It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.
It is a common misconception that, like in most other fighting games, hitboxes and hurtboxes only operate in two dimensions. In actuality, they interact in all three dimensions equally, even though the majority of gameplay elements are restricted to two-dimensional movement. As a result, ''Super Smash Bros.'' is more accurately described as a [[wikipedia:2.5D#3D games with a two-dimensional playing field|2.5D]] game.


Animations for a game like ''Smash'' are typically created so that hitboxes always activate on a median line, meaning collision occurs in the same relative spot without many unexpected interactions. This also facilitates the need for designers to carefully consider when hitboxes will activate, as a hitbox being active at a very early or very late part of an attack animation can lead to more unexpected interactions.<ref>[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>
Animations for a game like ''Smash'' are typically created so that hitboxes always activate on a median line, meaning collision occurs in the same relative spot without many unexpected interactions. This also facilitates the need for designers to carefully consider when hitboxes will activate, as a hitbox being active at a very early or very late part of an attack animation can lead to more unexpected interactions.<ref name="attackcollision">[https://www.youtube.com/watch?v=rwwF_4blK-o Always Keep Attack Collision in Mind <nowiki>[Animation]</nowiki>]</ref>


Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
Notable examples of unexpected behavior due to the 3D nature of hitboxes include:
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