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(+1)

Hi!

I was saying you could define the fruit with circle or box collision (AABB?) shapes & then the slashes with bezier curves & find a way to check the collision between the slashes & fruit.

Longer slashes with longer hitboxes could be an idea too since they may actually line up with your fruit trajectories, which can have sections that are less curvy. So, you'd be aiming to have the slashes hit the fruits when they're *not* at their peak height, but when they're moving fastest before & after that. I'm just thinking there'd be more overlap that way, so collision checks would hopefully be a bit more forgiving without being *too* forgiving.

Sorry if this is unclear. Just suggesting some ideas. They might not work that well in practice. I hope this helps a bit!

(+1)

Hi, these are the hitboxes: 

So I guess the hitboxes are not perceived correctly....🤔 we'll look into that! Thanks for your "perception data" they'll be very useful to find a possible issue!

To thank you I'll tell you a secret: in the last 0.4 seconds if a fruit is exiting the collider the slash will execute instantly instead of waiting for the default time, this is a Forgiveness Mechanics we added that really influences the gameplay without being noticed.😉