#unreal hitbox
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Hitboxes are one of the most vital objects in our game. Let’s give them a solid upgrade!
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#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#ue5#unreal engine#unreal engine 4#unreal engine 5#ue#learn UE#learn unreal#hitboxes#hitbox#hit box#hit boxes#unreal hitbox#unreal engine hitbox#c++#code#blueprints#blueprint#bps#BP#coding
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Could you try to make a... Game?
Redot is FOSS, try to do smth really simple, like allowing the player to make a decision like you do in this AU. Maybe you'll figure this out because I'm dumb, I couldn't.
I’ve tried making games in the past the problem is I’m allergic to coding, no matter how hard I try to learn no matter how fun the results of that hard work can be, I always get bored and lose interest. The longest I went trying to learn coding was like a week and to be fair I did… sorta make a game I used gamemaker, and like the groundwork for the concept of one most the core gameplay mechanics of the game I wanted to make were functional pickupable upgrades a dash, multiple jumps, a weapon swap mechanic, a grenade button, a melee attack button and even a downward aerial attack you could use to bounce off enemies like in Hollow Knight, I tried adding a wall jump too but that ones significantly harder to code was super buggy. Then I decided to swap to Unreal Engine and lost interest. Maybe I screwed myself over swapping engines but Gamemaker is a fairly simple game engine you can do a lot with it but I was kind of wanting some of the features a more powerful engine like Unreal could provide. Although Unreal had some advantages that made some things significantly easier like sprites you make in unreal automatically get assigned hitboxes where as in gamemaker you have to code the hit box and how your player character and every entity interacts with that hit box just a tiresome repeat of coding.
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I'm just baffled at this point. I've scrolled through twitter and seen a bunch of stuff, a lot of which is ludicrous (rams s sword throw doesn't go away on hit for some reason or something, Dizzy ice field has some really fucked up interactions with momentum which leads to stuff like full screen pilebunker or kara wild throw, and Chipp can carry you in his loving beefy arms from one corner to the other with tightrope) and it seems like most everyone got buffed. Some of it looks really fun.
And in the midst of all of this, for seemingly no reason, they tied Axl to a chair, killed Megumi in front of him, shot him with a full security skyfish, and pissed on his corpse for good measure.
Like, yeah, they shot some other characters, but they weren't in contention for "one of the worst in the game." Even if you think Axl is better than everyone says he is and that people are downplaying, they buffed Goldlewis of all fucking people
I know it might seem like overreacting to people who don't play the character but you need to understand that rainwaters vacuum is *critical* to basically 3/4ths of Axl's gameplan. It's in most of his optimal combos in the corner, it's what lets him do his sideswitch off of CH c.s. in the corner, it's a shitty BMF to occasionally smack someone doing something stupid, it was incredibly important for him
AND IMPORTANTLY WAS REALLY NOT HARD TO PLAY AROUND. It has a frustratingly small hitbox, 24f startup, and on block is a whopping +3! Like, okay, if they had removed the vacuum on block and made it a little more plus so you could use it to push people away from you but KEPT THE VACUUM ON HIT, that would be fine, that could be interesting, whatever, still undeserved, if you're locked in a rainwater blockstring while Axl is cornered I'm gonna be honest that is your fucking fault and you need to hold that shit
But no. It's unfathomable how angry it makes me. It's ludicrous, seriously. Take all his vacuum and give it away to someone else (due to BT cancels you can get pickups like c.s. > 248H > 624H, c.s.. genuinely they gave Goldlewis a rainwater vacuum style move it's unreal)
Fucking
Christ
Alive.
#guilty gear#ggst#guilty gear strive#ggstrive#i know im complaining a lot even though im going to return to strive with my top tiers and still enjoy the game#but holy mother of christ they fucked this shit up comically bad#did you know that DI Ky has a fucking infinite now? He can loop DI charged stun edge into itself forever.#a fucking#infinite.#as someone smarter than me said#“did they playtest this before they released it#or did they make it in two days to ride the new season hype?“
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Okay, so I tried out the Fall Guys event in Final Fantasy XIV and...
Well, I didn't know what I expected to be honest. It was kind of miserable and the fact that I get psychologically damaging flashbacks to my attempts to play it at its initial launch (pre-EGS) and getting upset enough that I literally asked for a refund and never picked it up again did not help matters.
There's no direct player-to-player conflict unless you consider nametags being distracting as such, everything that would try to eliminate you or stop you is handled serverside.
And that is where MOST of my issue with it is: everything snapshots near instantly, making it VERY difficult for someone playing on a server not in their general location to actually, you know, play. What I mean is that most obstacles tended to have a larger "hitbox" than they actually show because I'm usually one whole second behind the server which isn't a huge issue since I've gotten used to it and the actual important content tends to be memorization of safe zones to minimize it but holy hell, there were so many large hitboxes that it's just unreal.
I've been struck by spinning poles, hammer shockwaves, falling ball traps, swinging axes and wrecking balls, and punching gloves WAAAY too many times to count. In fact, the event "Saucery Siege" which is a Stage 2 event is probably the most miserable """challenge""" I've ever attempted to play through due to the whole lag thing.
You could say that I could just wait out the cycle but the window of safety can be so tiny sometimes that it feels like I'm attempting an Ultimate without proper gear where one small mistake ends up with my tanking the floor with my face.
The only, and I mean ONLY, saving grace this has is that, for some reason, it did not overstay its welcome. After gathering the MGF from failing miserably over and over and over and over and over (oh hey, just like the actual Fall Guys game!), I finally had enough to claim the mount and the two minions.
Worst of all, Blunderville itself does not allow you to change your class while you're in the square, so I could not vent my frustration by killing myself as a Blue Mage and teleporting back to Old Sharlayan so I can finally play the parts of the game that I do enjoy.
All in all, long story short, I hated it. Never has an in-game crossover event made me hate a game before this. Not helped by my already poor experience with Fall Guys in the first place and my general distaste for Battle Royale games and gamemodes, although to be fair, that more or less stems from my being tired of seeing it crop up again and again. Companies have a way of making a genre feel tired and play out with increasing efficiency every cycle.
TEAL DEER - Fall Guys event not fun. Not gonna do it again, have better-suited things to play anyway.
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Project - AI Destruction (and the new map)
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With the help of one of these videos I was able to make my AI tank shatter into little pieces when they were shot
There are some tweaks I want to make to how it looks but that goes beyond my knowledge of unreal engine, and it would take too much time to try and figure out when I could take that time to work on the game.
the blueprint basically says to hide everything about the tank and show the destructible mesh as soon as the player projectile comes in contact with the tanks hitbox, combined with projectile physics allows for the shatter to look the way it does, the polycount issue I had with the initial model I used is an issue here but I have nowhere near the amount of experience to replicate old game techniques in new software so its not something I am incredibly bothered about.
Since there isn't much to say about it, and the fact its seen in the gif, I have made a simple map for the game, its flat and open, with 2d triangles replicating mountains.
its small at the moment because it has no need to be absolutely massive, because the bigger the map the more time I will have to invest into making it as best as I can, which I still need to do even with this simplistic map.
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I added my tile map into unreal
First i put the tile map file into unreal engine and then i gave it a paper2D texture
After i added the 2D texture i then pressed create tile set
This then allows me to add hitboxes to my tile map to allow the player to stand on them
I then started to add hitboxes to all the blocks i would want the player to walk on
In my tile map i created multiple of the same block to allow some of those blocks to have hitboxes and some to not
I then started to work on the ramps i created
to add hitboxes to these i had to create a normal square hitbox and then delete a corner to get the right shape for the ramp
After i added all the hitboxes to the blocks i then moved onto creating my level
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Week 5
This week 5 lecture revealed key insights about GDevelop’s strengths and limitations for game development. I learned that it’s ideal for small-scale, 2D projects like platformers or puzzles but struggles with complex genres (RPGs, FPS). The emphasis on iterative design stood out—focusing on a core mechanic (e.g., randomized attacks using variables) and refining it through playtesting is more effective than overambitious scopes.
Technically, I discovered three variable types:
Object variables (e.g., enemy health),
Scene/global variables (e.g., score),
Arrays (for dynamic lists like difficulty settings).
The lecture also covered clever 2D tricks, like parallax scrolling for depth and isometric faux-3D using layered sprites. For combat, hitbox/hurtbox systems ensure responsive melee mechanics, while Physics 2.0 (experimental) allows tweaking friction, bounce, and gravity.
A key takeaway was design discipline: use GDevelop’s simplicity to prototype quickly, but transition to engines like Unity/Unreal for advanced projects. The lecture’s examples—like randomizing attack animations or camera-follow systems—showed how small details elevate gameplay without complex code.
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GDevelop Learning Progress
As a part of IGB120 and Civitisludge's development, I have been learning the free games development software GDevelop. Coming from softwares such as Unreal Engine 5 and Unity, its has been fairly simple to pick up on GDevelop's functionality. Some main hurdles in my learning was the built in Piskel sprite editor, which has been extremely helpful when editing sprites on the go.
As well as this, learning how GDevelop handles collisions and hitboxes for both characters and platforms has been very interesting. The almost "set and forget" mentality with the behaviors system has streamlined the process of making a rudimentary level for Civitisludge.
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Idea 1: Casual real-time strategy game


This idea was formed from a game I play a lot on my phone called The Battle Cats, wherein you attack an enemy base in real time by summoning units with different stats attributed to them (range, health, damage, cost).
It's an incredibly simple game, something which I initially called hyper-casual, and this interested me because I was still invested into the game despite the simplicity. I wasn't really 100% sure about the exact definition of hyper-casual though, so I wanted to do some more research before deciding that this was 100% what my idea would be:
What Are Hyper Casual Games? Explained (And the 15 Best Ones) - whatNerd
I learned this term comes from games like Flappy Bird, Crossy Road and other games that are easy-to-play and you can multitask with. So The Battle Cats isn't exactly hyper-casual, but still not hardcore.
Despite this, I would really like to create something like The Battle Cats, but using the mediums I am familiar with: 3D environments instead of 2D, and using Unreal Engine instead of a mobile game engine. I want to create something like this because it touches an area of programming (one of my specialisms) I'm not well versed in but would like to explore- AI systems and behavior trees. The images above detail my initial plan for what an AI system could be although further research into AI tutorials and documentation is needed before I would be able to land on a concrete plan.
I would also change the theme of game (compared to The Battle Cats) to focus on giving a power fantasy to the player. This idea was inspired by my research into big spectacles and feeling of awe. I would like the theme of the game to involve the things I previously mentioned- those moments that make you feel awesome or go "ahhh". I would try to accomplish this with the designs and attacks of the units- I want to experiment with Niagara systems to create visual effects that give off these feelings. I would also like the units themselves to give off this feeling with their scales and designs, but this would require a heavy focus on art/3D modelling, which is both not one of my chosen specialisms, and not something I want to focus on for this project. It's important that I considered this though, because now that I've decided on a general idea of character designs it can affect other decisions I make. I talked about Extra Credits previously, and they actually have a video about properly conveying the fantasy you want to the player:
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And it would be something I looked into further if I chose to go with this idea.
Additionally, since this idea was inspired by The Battle Cats, I may find it helpful to look at Battle Cats Ultimate, which is an emulator of the game that I believe allows you to see some behind-the-scenes stuff, like unit hitboxes, ranges and other logic:
GitHub - battlecatsultimate/BCU-java-PC: battle cats ultimate, a fan-made battle cats emulator.
This would be a nice start into my technical research and deciding how I will implement systems that imitate this game.
Overall, This idea would allow me to test my programming specialism by exploring things like NPC AI and behavior trees, which is something I believe I would enjoy investigating. However, to fully realize this game and create a presentable vertical slice I may need to go outside of my specialisms and create models and animations for the units the player can spawn. This is risky because I may not be able to create the models that I want in the limited time that I have, so it's an important consideration.
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Enemies
To start I created the sprites of my character. Then I made an animation for it and imported it into unreal engine and made a flipbook for it. Lastly, I simply inserted it into the viewport of the enemy.
Next, I created a new actor called patrol point which was simply a sphere collision. Then I went back in to the enemies event graph and remade a simple system that made it so when the hitbox enters the patrol point hitbox it would do a 180 and mover back the other way infinitely.
Finally, I made a system so that when the player interacts or touches the enemy they lost some score this way I can add more challenge to my levels as this allows me to make fish you have to touch and not touch.
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Hitboxes still have a lot of logic that can be improved. Let’s increase performance and clean up logic!
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#shawnthebro#ue4#unreal#stb#tutorial#youtube#unrealengine#unrealtutorial#unrealengine4#programming#ue5#engine#unreal engine 4#unreal engine#unreal engine 5#hitboxes#hitbox#hit boxes#hit box#fighting games#fighting game#fighting game unreal#fighting game ue5#fighting game ue4#unreal fighter#fighter#fighter unreal#unreal fighting game#fighting#game
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Animating my Chest
I set my animation to be 30 fps to match unreal engines fps
I first selected the parts of my chest that i want animating and created a set key
i then repeated this for every tentacle for the mimic chest
I then added set keys at the end of the animation where the animation had started to created a loop on the animation
this allows for my animation to repeat so i can have the animation playing even if the player isn't in the hitbox.
I then added a parent to the animation
So now when i select one of the tentacles it selected all of them.
my animation didn't work as the tentacles didn't parent to the box and then when i did parent them they would be scaled incorrectly and not with my chest
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creating my level
I inported my tile map into unreal and added hitboxes to all the block my character will stand on
i then started to create my level and i made it 250x150
this is what i have made so far so i could test out the size of my character and map.
i need to move the block to the right as i need to add a wall so the player cant jump put of the level.
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Adding a tilemap to unreal
I first had to export the tilemap from photoshop as a PNG with no background. I next imported it into unreal and added the Paper2D Texture settings to remove the added background. I then created a tileset from the image.
I added hitboxes to all of my tiles through the Add Box and Add Polygon functions.
Finally, I created a Tilemap blueprint and added collision to all of my tiles that needed it.
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Unreal Engine: sliding
This feature turned out to be a lot more complicated than I thought. For reference, my player is using the default Character blueprint, so there's things that are hard for me to change. For example- I can't change the rotation of the default CapsuleComponent, which would have been my first approach.
Because of this, I had an idea of giving my player 2 collision capsules, like this:
I would then toggle the collision of these capsules based on what state the player was in. This was great in theory, but when I disabled the collision of the default CapsuleCollision, the player stopped:
youtube
I looked on the internet for anything related to this issue, but I couldn't find anything except people saying how the default CapsuleComponent really didn't like to be edited.
After a lot of brainstorming I landed on my working approach, setting the half height of the capsule. This made it look like this:
Obviously this doesn't look right at all, but gravity in the CharacterMovement will pull the player down and make them "slide" along the floor. I would love to increase the radius of this capusle so it actually covered the player properly, but:
So no luck there. Suddenly increasing the width of the player's hitbox might make for some seeming unfair deaths where you don't gauge the distance correctly, so this isn't something crucial to fix.
Now that I could get into a sliding hitbox, I wrote the code to allow the player to slide:
I like having it on the same key as the downward dash like in Subway Surfers, as it reduces the total amount of keys the player needs to learn and because both of these moves "go down" in a way, so it makes sense. The CanSlide variable is also there for when I lock it behind my rougelike mechanics.
This is what puts my testing into actual runtime changes. It's a lot of nodes but not too bad- it just sets the capsule height and player rotation to what I tested in the viewport.
Then there's obviously the question of "what happens if the player slides then jumps?" The only realistic answer to this I could think of was to cancel the slide state and then start a normal jump. This was the blueprint change I had to make:
And this is the result of it all:
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Obviously, there's no specific animation for this, but that isn't something I want to focus on for this project. I'm happy with the visuals as they are now- it's clear enough that your collision has changed and you are sliding.
There's also a bug where the player is stuck in the floor. My biggest problem with fixing this is that it seems to be random so replicating it to work on a fix is really difficult.
Aside from that issue, I'm really happy with my process of overcoming the problem I faced while implementing this feature and the final result.
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Adding the Tile Map
What is a Tile Map?
A tile map is a technique of designing a 2D game, which involves creating the game's world, levels or details out of small images called tiles.
I've made my tile map in photoshop, using a grid to get the correct measurements of 32x32 for each tile, which is the scale I made my character.
This is my level before I started making my tile map. I wanted top change things about it, so when creating my tile map I kept in mind different platforms and obstacles.
I've made some platforms and a couple other details in my tile map, but I haven't completed it yet. However, I need to add a base design for my level, so I'm going to update it after I have added all the current details and designs I have into my level.
These are the only things I have right now, and I think they are alright, but I wanted to achieve a nature style that didn't look like another games. However, that is difficult as I'm restricted to pixel art only.
Now I need to add this into my level and make it so they are the main platforms and are across the whole level. So the first thing I did was export this as a PNG, so there isn't a background on it when imported in my level, and then saved it in my files. From there, I opened up my project in Unreal Engine and opened up the content drawer, and then imported my tile map in.
Once my tile map was in the content drawer, I right clicked on it, pressed on sprite actions and applied paper 2D texture settings to it, this was to make sure it had a PNG background instead of a white one. After I applied that, I right clicked on it again, went back into sprite actions and then created a tile set.
This would then create tile set in the content drawer that I could click on and it would open up a page that would allow me to apply hitboxes onto the objects that I made.
This page had a few options of collisions I could add, such as box, polygon and circle. These options are enough for what I was making and were easy to use, as you just click on an object and click add box, and it would add a collision.
So I started to add a few hitboxes on my objects in prep for adding them into my level.
Before I added this tile set into my level though, I had enough time to add more to it in photoshop, so I decided to add a lot. I added rocks, stone blocks, caves, flowers, benches etc. I wanted to achieve a level that was like a park with a calm atmosphere, which is why I added these things that are commonly found in parks. I also changed the colours around a bit, most recognizably in the soil, making it more brown.
After I had finished my tile map and I imported it into the the content drawer, I right clicked on it and I clicked on the option, create tile set. This then opened up a page that would let , me design my level by adding in the blocks in my tile map. So now that I've fully finished a level 1 tile map, and its the only level that I'll have time to do before this project is over and our work will be assessed. So I added it into my game, just using the same method as I did for my one before.
I did change my map around quite a lot, but I'm happier with this version and I think it was a better choice to have the first level simple, as that's what most sides scroller games would be like.
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