How to add hitboxes in fighting games
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FightingGameDev
Posted on September 30, 2020 • Intermediate
⚔️ Need help with hitbox system in fighting game
Hey everyone! I’m developing a fighting game and having trouble with the attack system. The hitboxes are way too small - players have to get REALLY close to deal damage, which makes combat feel clunky and unresponsive.
I’ve tried basic collision detection but it’s not working well for combat scenarios. Looking for advice on:
- Creating proper hitbox zones for attacks
- Making combat feel more responsive
- Implementing different attack ranges
Any help with hitbox implementation would be amazing! 🥊
GameMechanicsPro
Replied 3 hours later • ⭐ Best Answer
Great question @FightingGameDev! Hitbox systems are crucial for responsive combat. Here are two effective methods to implement proper hitboxes:
🎯 Hitbox System Overview
Here’s how a proper hitbox system works:
🔧 Method 1: Separate Hitbox Sprite
Create a dedicated invisible sprite for hitboxes:
when flag clicked set [ghost v] effect to (100) hide forever go to [Player v] if <key [space v] pressed?> then show wait (0.2) seconds hide end end
For the hitbox sprite collision detection:
when flag clicked forever if <touching [Enemy v]?> then if <not <(hit_cooldown) > [0]>> then broadcast [enemy hit v] set [hit_cooldown v] to [10] end end if <(hit_cooldown) > [0]> then change [hit_cooldown v] by (-1) end end
⚔️ Method 2: Distance-Based Detection
Use distance calculations for more precise control:
when flag clicked forever if <key [space v] pressed?> then if <(distance to [Enemy v]) < [80]> then if <(direction_to_enemy) < [45]> then broadcast [attack hit v] play sound [punch v] end end end end
🎮 Advanced Hitbox Positioning
For directional attacks, position hitboxes based on player facing:
// In hitbox sprite when I receive [punch attack v] if <(player_direction) = [right]> then go to x: ((player_x) + [40]) y: (player_y) else go to x: ((player_x) - [40]) y: (player_y) end show wait (0.3) seconds hide
💥 Damage System Integration
Connect hitboxes to your damage system:
when I receive [enemy hit v] change [enemy_health v] by (-10) set [knockback_x v] to [15] play sound [hit effect v] if <(enemy_health) < [1]> then broadcast [enemy defeated v] end
🔥 Pro Tips for Better Combat
- Hitbox Size: Make hitboxes 20-30% larger than the visual attack
- Attack Duration: Keep hitboxes active for 0.2-0.5 seconds
- Cooldown System: Prevent spam attacks with cooldown timers
- Visual Feedback: Add particle effects when attacks connect
- Sound Design: Different sounds for hits vs misses
🚀 Next Level Features
- 🎯 Multi-hit combos
- 🛡️ Block and parry systems
- ⚡ Special attack hitboxes
- 🎪 Juggling mechanics
📚 Related Topics
- Creating combo systems in fighting games
- Implementing block and parry mechanics
- Advanced collision detection techniques
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