>1, 3, BB, and Sekiro
What about 2 and Demon's?
Post Hitboxes
T.Retard
With how sporadic the characters move in this game, this is kind of necessary. I don't think CS players realize that a game where people can fly and take several bullets to the face don't need realistic hurtboxes.
DS3 chad have a big dick final boss
How do you cope with it DS1babs?
these aren't shit hit boxes
they are efficient
its more akin to wanting a cold beer so you put it in the fridge but have to take it out before it explodes
if you use physics on the whole monster mesh it would be way more taxing on a machine, what's worse? a monster with a sphere for a hit box or when the monster lands a hit your cpu spikes the fps?
calculations take time and effort but a simple sphere collider bypasses this
pick up unity or unreal and youll see what i mean
>faggot just tossed in some stretched transparent Unity pills during lunch break
Early monsters in DS1 seem to have overdesigned "realistic" hitboxes on nearly all limbs.
This guy and Taurus' steps actually slightly hurting you (by more importantly stunning you) are a prime example.
Then they kinda realized they need to keep things a bit more clean.
this is his final smash i assume
What about them?
Miyazaki and his team have a standardized format for TimeAct files. The DS2 team tried a completely different format.
I thought that's the mana explosion one that's bigger the more mana you have?