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by @danabra.mov
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by @danabra.mov
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by @jimpick.com
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by @atsui.org
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Great post. And it’s not just about hitboxes, of course! For each one of these titles the dev team redoes the art and SFX to accommodate a specific aesthetic, of course. Think of how different Ryu looks, sounds, and plays in SF4, Tatsunoko, Smash Bros., and Marvel 3!
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Ryan Thompson
And my point remains the same as it was then: How do build an asset that is interoperable across all games? Like, the code behind a hitbox is ubiquitous — every game dev textbook covers it — but how games use and interpret hitboxes is completely different across the industry.
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Reig