Making Hitboxes
by StickFigs · in Torque Game Builder · 09/25/2007 (4:57 pm) · 5 replies
Is there a good tutorial or demo game that could show me how to make hitboxes that work right? I was trying to get this "Mighty Fist" demo here:
http://www.garagegames.com/products/torque/tgb/demos/
But it's the only demo without a download link. >:(
http://www.garagegames.com/products/torque/tgb/demos/
But it's the only demo without a download link. >:(
About the author
#2
The hitboxes I'm trying to make would be used to allow melee combat in the game rather than projectiles.
09/25/2007 (5:47 pm)
I mean like hitboxes as in shapes that are independant of the player object's collision box, so I can make certain things happen when collisions occur at certain places and it would also allow me to toggle the hitboxes depending if the player is attacking or not and what kind of attack they are using.The hitboxes I'm trying to make would be used to allow melee combat in the game rather than projectiles.
#3
It's a wee bit complicated, but in the scale of games, it's really quite a basic thing. You sound like you want an easy answer, like a checkbox, but that's just not going to happen.
09/25/2007 (7:16 pm)
I think you're misunderstanding the point of a collision box. It's not necessarily used for physics or projectiles. The collision state (or detection of collisions) would be adjustable as well, you'd just have to change its state. What you'd need to do, which is a fairly basic concept, is break your fighters up into different objects. Those particular objects would be mounted to the main body and do their own thing. It's a wee bit complicated, but in the scale of games, it's really quite a basic thing. You sound like you want an easy answer, like a checkbox, but that's just not going to happen.
#4
09/26/2007 (8:20 am)
What is so hard about my question to understand? I don't even know what you're talking about I never said anything like that.
#5
If you do understand how to work collisions, then I suggest that you mount a small invisible box to your player character, but ensure that it's collisions are not inline with the player's (otherwise the player might absorb the collisions) and that the collisions are disabled until the attack key is pressed.
Thats the basics in a nutshell, but like I said, start at the beginning.
10/01/2007 (8:32 pm)
I think you should start at somewhere basic. If you have no grasp of what the basics of collisions are, then you should try some of the tutorials that come with TGB.If you do understand how to work collisions, then I suggest that you mount a small invisible box to your player character, but ensure that it's collisions are not inline with the player's (otherwise the player might absorb the collisions) and that the collisions are disabled until the attack key is pressed.
Thats the basics in a nutshell, but like I said, start at the beginning.
Torque 3D Owner Jason Ravencroft