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Thread: Large Link Hitbox Doesn't Detect Collision Properly

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    Keese ywkls's Avatar
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    New Bug Large Link Hitbox Doesn't Detect Collision Properly

    I'm working in verson 2.50.2 and created a quest with a 1 x 2 sprite. Almost immediately, I noted that the sprite wasn't colliding with enemies, spikes or eweapons except on its bottom half. I ended up scripting a solution to this, but having to do that is just painful. I could probably provide file to demonstrate this, but I'd have to remove all of the scripts and that's gonna take some time. I'll include one if requested.

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    The Timelord
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    For the record, this was intentional, as the large Link sprite was intended for overhead view, as Z3 or MC. The hitbox area was designed to be his feet, to collide with Solid Damage Combos, and such, so that the upper-portion was not generating exztra damage, or causing overlap problems with solid combos, and such.

    If we properly add Link->Extend, and fix the other attribs tied to it (e.g. HitWidth, HitXOffset), we should be able to fit custom hitboxes for Link in a future build. I looked at the code, and there's nothing that really makes any relationship with these values to the actual hit detection. We'd need to add that, and do a partial rewrite of the collision code to support it.

    Another thing we might be able to do as a stopgap, is change the hitbox for Large Link in SideView mode. That might be more straightforward, and would allow sidescrollers to use the large sprite with fewer bugs.

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    Keese ywkls's Avatar
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    For the moment, I'm using a script to fake it. It isn't perfect, but it's the only solution available.

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    The Timelord
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    Quote Originally Posted by ywkls View Post
    For the moment, I'm using a script to fake it. It isn't perfect, but it's the only solution available.

    Many bugs have methods to circumvent them, but that doesn't mean that we shouldn't try to squash the things.

  5. #5
    Here lies mero. Died by his own dumbassitude.
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    What it does is make Link's collision rectangle 1 full tile 16x16 pixels.

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    Here lies mero. Died by his own dumbassitude.
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    @ZoriaRPG
    Actually those settings work just fine, I just tested it.

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    Keese ywkls's Avatar
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    Quote Originally Posted by Tamamo View Post
    @ZoriaRPG
    Actually those settings work just fine, I just tested it.
    What settings are you talking about? I can create an example quest pretty quickly that demonstrates that things like spikes, fireballs and enemies don't seem to affect anything but the bottom of a 16 x 32 sprite.

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    The Timelord
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    Quote Originally Posted by Tamamo View Post
    @ZoriaRPG
    Actually those settings work just fine, I just tested it.
    I know they work in overhead view, to give a larger hitbox, but the settings are misleading, as in sideview, the entire sprite should be the hitbox.

    I think the easiest change would be to change the hitbox dimensions for Link in sideview mode, in general, as he should have a 16x16 hitbox by default in sideview, which can be 16x32 in large sprite mode.

    Once we implement Link->Extend and hitbox modification, it'll be solved too, but we might be able to push the above change change into the next build.

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    Is this the end?
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    People use large sprites in different ways. Some people want a 16x32 Link, some want 16x24, some want 16x18. Enlarging the hitbox would work better in some cases and worse in others.

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    The Timelord
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    Quote Originally Posted by Saffith View Post
    People use large sprites in different ways. Some people want a 16x32 Link, some want 16x24, some want 16x18. Enlarging the hitbox would work better in some cases and worse in others.
    That's my general fear with hardcoding that kind of change; namely: 'What will this break?'.

    Ideally, we'll just make sizing Link's hitbox viable.

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