Active Hitbox/Hurtbox Rendering A lot of this is proof of concept, so please keep that in mind while reading. I've been experimenting with ways to innovate 2D fighting games after I've been playing 3D fighting games like Street Fighter 4 AE and Super Smash Bros. Melee. I think I have come up with a simple yet effective rendering system. Hitboxes and Hurtboxes of a player are drawn frame by frame, 60 frames per second and are overlapped as layers. Below is a bunch of stuff outlining this.Active Hitbox/Hurtbox Rendering by TheAliami
I must note that all the sprites used are from Touhou Hisouten - Scarlet Weather Rhapsody. Those are not my property and are property of ZUN. They are used only as place holders. Do not expect them to be used in any of my official future works unless I get written permission from ZUN himself to include them.
Blue = Hurtbox
Red/Orange = Hitbox (Unlabeled. Assume each hitbox does normal amounts of knockback and applies hitstun effec
Self started project aimed around gamers and real life anime/sitcom situations. Doesn't sound so great when you put it on digital paper..|
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