Author Topic: Hitbox Diagram  (Read 36910 times)

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Offline f_symbols

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Re: Hitbox Diagram
« Reply #30 on: November 09, 2013, 08:00:30 am »
Yes Jeff, I agree about the 16*16. Initially I had proposed that because some of the sprites are asymmetrical in width (fire), that the offset must occur when sprites face left or right, however we followed through, with enough detail, to determine that it was not an  x,y coordinate shift, we never looked at sprite offset.

All of the sprites I analyzed fell within the 16x16 parameter; ie. The sideways barrel is 16 wide. I'm away from home right now, but I will update my sprite diagram to include all sprites in the game and post it this evening.  The exorbitant number of jumpman sprites had me turned off (there's like 10 hammer sprites), but we may as well have them all done once and for all and figure everything out, while the interest is still here...

This was the initial sprite diagram, I will update it later to include more sprites.


« Last Edit: November 09, 2013, 08:07:32 am by f_symbols »
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Offline marinomitch13

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Re: Hitbox Diagram
« Reply #31 on: January 13, 2015, 02:18:17 am »
BUMP!!!

1. Just wondering if we solidified our certainty on these hitboxes and what constitutes a collision.

2. Was wondering if we A) have info on the hitbox of the hammer, as well as B) are we certain that Jumpman's hitbox remains the same while he is airborne.

3. Lastly, I was also wondering about how the hitbox/edge of the wall works. In particular, I was wondering why if one is pressed directly up against a wall that it prevents you from doing a true jump.

Thanks for any assistance/answers.  <Mruczek>
« Last Edit: January 13, 2015, 02:20:15 am by marinomitch13 »
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