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leenbzoold

Member
Apr 5, 2018
1,557
So there is this new video from the "no A Press" dude and it nicely displays where the developers put their priorities and where they didn't put them.
Inconsistence and Misleading Hitboxes are literally everywhere.
 

Jonneh

Good Vibes Gaming
Verified
Oct 24, 2017
4,538
UK
A lot of these seem like lenientcies with 3D space rather than being wonky
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,804
Interesting concept for a videox starting to watch now. I also expect some may get defensive due to Mario 64's historical importance and nostalgic value, but even with old games I enjoy (and I do like Mario 64 even if I don't have the same level of nostalgia for it as others) I think it's worthwhile to do a breakdown of what worked, didn't work, the technicalities and the design done on a classic. Will post again when done watching.
 

Deleted member 5491

User requested account closure
Banned
Oct 25, 2017
5,249
I guess they created everything manually without anything that comes close to the toolsets that are avaiable years later.
Otherwise I couldn't imagine how this inconsistency came to flourish
 

Lo-Fi

Self-requested ban
Banned
Oct 30, 2017
184
Only watched some of the video so far, but there are tons of reasons for these other than just developers not prioritizing it. Hitboxes aren't always supposed to match visuals exactly. For example, in shmups, you typically make the player hitbox smaller than your ship, and the enemy hitboxes larger than the ships. That's just good game design.
 

Deleted member 35204

User requested account closure
Banned
Dec 3, 2017
2,406
Most of these were obviously intentional to ease the player, interesting the floor/ceiling/wall differences though.
 

Deleted member 16743

User requested account closure
Banned
Oct 27, 2017
166
Only half way through but what a great video! Thanks for sharing.

I think the "wonky ass" is a little unfair given that it looks like a manual job for each object but the big boo and wiggler hit box examples certainly looked funny!! And some things like the simpler geometric shapes I've always thought of as obvious, and I'd be really surprised if similar approaches aren't still used for a majority of objects.

Large hit boxes for coins makes sense to me so as to reduce frustration. Still watching.