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So how do hurtboxes work?

Toomai

Smash Ace
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So I attempted to visually interpret Mario's hurtboxes as given by Tabuu a3 and got this:



Obviously there's a few things wrong with this interpretation - there are no hurtboxes on Mario's elbows and knees, only the "inside" of his head is covered, the body seems to be offset wrong, and in general it doesn't look anything like the hurtboxes of SSB64 or SSBM. So am I doing something wrong, or is this actually how Brawl works (i.e. nonsensical)?
 

Eternal Yoshi

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This looks like a big advancement in the works.

Check the parameters and scaling.

Maybe hurtbox scaling is more potent than normal GFX swapping?
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
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Location
Someplace in Canada
This looks like a big advancement in the works.
I hope you don't mean "this looks like a cool program you're making", because it's not. I just drew it up in Inkscape.
Check the parameters and scaling.
HipN: 2x0 [0,0]
RHandN: 1x0 [0,0]
LHandN: 1x0 [0,0]
RToeN: 1x0 [0,0]
LToeN: 1x0 [0,0]
HeadN: 1.6x0 [0,0]
HeadN: 1.6x0 [0,2]
I am assuming that Tabuu a3 is correct about the parameters being height/width/X pos/Y pos.

The first part that confused me was "How can something hitbox/hurtbox-related have a width of 0?" The second part was "So according to this, Mario can't be hit in the arm?" And the third part was "Mario's head can be represented perfectly well by a single sphere, why are there two hurtboxes there?"

As a programmer/game designer-in-university myself, I would expect at least ten hurtboxes - two for each arm and leg, one for body, and one for head.
Maybe hurtbox scaling is more potent than normal GFX swapping?
I was going by the same size system that hitboxes use, since that, y'know, makes sense. Mario has a scaling factor of 1 so we don't have that kind of problem.
 
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