This forum is locked and will eventually go offline. If you have feedback to share you can find us in our Discord channel "MythoLogic Interactive" https://discord.gg/nECKnbT7gk

Forum rules

Fix hurtboxes? (Half bug report, half request)

Here you can find all solved gameplay problems and bugs (beginning from Pre-Alpha 1.8.8).
Forum rules
By using the forum you agree to the following rules. For this forum you also need to follow these additional rules.
Locked
User avatar
Lunatic
Moderator
Moderator
Posts: 666
Joined: Tue Mar 15, 2016 10:03 pm
Title: I hope Klipeh bans himself
SFD Alias: (LM) Lunatic
Started SFD: 1.0.5 Pre-Alpha
Gender:
Age: 29

Fix hurtboxes? (Half bug report, half request)

Post by Lunatic » Tue May 17, 2016 11:26 am

Image

The more hardcore players here know what's going on. When you dive into a player, you can jump and attack at the same time while they're still lying on the ground. Player hurtboxes are still wildly larger than their sprite, especially when they're lying on the ground like this. I'm basically striking the air, and the hitspark confirms this. Can we make hurtboxes better match player sprites during animations? This maneuver has always felt cheap and dirty.
3 x
Originally posted by Gurt
SFD BADASS! 8-)

User avatar
KliPeH
Moderator
Moderator
Posts: 922
Joined: Sat Mar 19, 2016 3:03 pm
Title: [happy moth noises]
SFD Account: KliPeH
Started SFD: Pre-Alpha 1.4.2
Gender:
Contact:

Post by KliPeH » Tue May 17, 2016 12:34 pm

Lunatic wrote:[...] This maneuver has always felt cheap and dirty.
Agreed. Sadly, my complaint has already been denied in one of your other threads so there's no real point in discussing it again. Here's all that came out of it:
Gurt wrote:
KliPeH wrote:
Gurt wrote: Jumping to cancel a roll is valid and it's valid to punch as you jump. While in the air you can't dodge bullets and depending on where you land you might enter the full kneel. So it has its drawbacks. By design!
I don't see how a move which literally cannot be countered when used is "valid". It's minor damage, yes, but it's damage that can kill you nonetheless. If you're down to 1 HP and you get dived into you are guaranteed to get killed if this move is used on you, without you being able to respond. I would say that creating something that is not counterable and is not a predefined move ("this heavy chargeable attack cannot be countered, so watch out!") is an exploit in my eyes.
You had your chance to counter the diving player before being caught. If you failed you can take damage depending on what your opponent do to you and where your opponent dives. It's to late to react once you're in your opponents arms falling down 3 levels on hotel for example. You will take damage.
1 x
 
Image

User avatar
Lunatic
Moderator
Moderator
Posts: 666
Joined: Tue Mar 15, 2016 10:03 pm
Title: I hope Klipeh bans himself
SFD Alias: (LM) Lunatic
Started SFD: 1.0.5 Pre-Alpha
Gender:
Age: 29

Post by Lunatic » Tue May 17, 2016 1:46 pm

haha yes, this frame one action is easily countered by our perfected anti-dive measure, the slowest maneuver in the game: using melee. Thank you gods for gracing SFD with such a beautifully deep combat system.

No, I'm asking for hurtboxes here to match their models. Currently, you can strike the air above a prone player to damage them despite hitting absolutely nothing. I propose that the hurtbox be moved so that you can't hit a prone player so far away from their position. It would fix this exact issue while still allowing players to easily jump attack in the fashion we have today.
1 x
Originally posted by Gurt
SFD BADASS! 8-)

User avatar
Ultimate
Fighter
Fighter
Posts: 44
Joined: Sat Mar 19, 2016 7:09 pm

Post by Ultimate » Tue May 17, 2016 2:20 pm

Lunatic wrote:haha yes, this frame one action is easily countered by our perfected anti-dive measure, the slowest maneuver in the game: using melee. Thank you gods for gracing SFD with such a beautifully deep combat system.

No, I'm asking for hurtboxes here to match their models. Currently, you can strike the air above a prone player to damage them despite hitting absolutely nothing. I propose that the hurtbox be moved so that you can't hit a prone player so far away from their position. It would fix this exact issue while still allowing players to easily jump attack in the fashion we have today.
If they're standing, you're hitting their face. On the ground their body, Christ! COMMON SENSE! :lol:
0 x

User avatar
KliPeH
Moderator
Moderator
Posts: 922
Joined: Sat Mar 19, 2016 3:03 pm
Title: [happy moth noises]
SFD Account: KliPeH
Started SFD: Pre-Alpha 1.4.2
Gender:
Contact:

Post by KliPeH » Tue May 17, 2016 3:19 pm

Lunatic wrote: No, I'm asking for hurtboxes here to match their models. Currently, you can strike the air above a prone player to damage them despite hitting absolutely nothing. I propose that the hurtbox be moved so that you can't hit a prone player so far away from their position. It would fix this exact issue while still allowing players to easily jump attack in the fashion we have today.
Perhaps hitting an opponent lying on the ground while you're standing should be disabled, with crouching used instead; can't hit a downed player unless you crouch. I don't know if it'll help much but at least crouching will actually be useful in combat now too. I also don't see why punching a crouched player while standing is still a thing, adding that bit of detail might vary combat up a bit (another use for crouch in melee combat, although a downside to using it needs to be introduced as well).
1 x
 
Image

User avatar
Lunatic
Moderator
Moderator
Posts: 666
Joined: Tue Mar 15, 2016 10:03 pm
Title: I hope Klipeh bans himself
SFD Alias: (LM) Lunatic
Started SFD: 1.0.5 Pre-Alpha
Gender:
Age: 29

Post by Lunatic » Wed May 18, 2016 1:50 am

If you can't hit a crouching player during melee unless you crouch as well, all melee fights turn into crouch slapfights. Basically what we have now but instead everyone's crouching. Unless there's an aforementioned downside, and it better be severe, let's not.
3 x
Originally posted by Gurt
SFD BADASS! 8-)

User avatar
Gurt
Lead Programmer
Lead Programmer
Posts: 1887
Joined: Sun Feb 28, 2016 3:22 pm
Title: Lead programmer
Started SFD: Made it!
Location: Sweden
Gender:
Age: 36

Post by Gurt » Thu May 19, 2016 9:39 pm

Lunatic wrote:If you can't hit a crouching player during melee unless you crouch as well, all melee fights turn into crouch slapfights. Basically what we have now but instead everyone's crouching. Unless there's an aforementioned downside, and it better be severe, let's not.
Couldn't have said it better myself.

About the bug: It's so stupid! How come this hasn't been reported earlier?... :roll:
0 x
Gurt

User avatar
Lunatic
Moderator
Moderator
Posts: 666
Joined: Tue Mar 15, 2016 10:03 pm
Title: I hope Klipeh bans himself
SFD Alias: (LM) Lunatic
Started SFD: 1.0.5 Pre-Alpha
Gender:
Age: 29

Post by Lunatic » Fri May 20, 2016 2:13 am

I feel like I've said this kind of thing a lot and only just now given the visual for it. What's the deal, Gurt? Is it by design or is it busted?
1 x
Originally posted by Gurt
SFD BADASS! 8-)

User avatar
Gurt
Lead Programmer
Lead Programmer
Posts: 1887
Joined: Sun Feb 28, 2016 3:22 pm
Title: Lead programmer
Started SFD: Made it!
Location: Sweden
Gender:
Age: 36

Post by Gurt » Fri May 20, 2016 9:48 pm

Clearly hitting someone that far up in the air should be considered a bug! Looking in the code I can see that code that should only apply to objects are being run on the disabled top-fixture from when a player is standing. Clearly wrong as the melee uses its own hitbox for players.

The things I have snapped up this far from around the forum is similar to vaguely saying that the melee is wonky or needs an overhaul or is broken. And that doesn't help me, sorry! If this is one of these bugs that anyone referred to then I can clearly see it now.
3 x
Gurt

User avatar
Gurt
Lead Programmer
Lead Programmer
Posts: 1887
Joined: Sun Feb 28, 2016 3:22 pm
Title: Lead programmer
Started SFD: Made it!
Location: Sweden
Gender:
Age: 36

Post by Gurt » Fri May 27, 2016 6:19 pm

Fixed after Pre-Alpha 1.9.0b.
0 x
Gurt

Locked