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Your Only Move Is HUSTLE (Open Beta Version)

An online, turn-based fighting game and superpowered fight scene simulator. · By ivysly

Air options, hitbox colors and other questions...

A topic by vfabien21 created Dec 02, 2022 Views: 1,721 Replies: 11
Viewing posts 1 to 5
(1 edit)

Hello, there are a few stuff I don't understand in the UI (I am not that used with fighting games). Maybe someone could help ?

  • Air Options : what is it ?
  • BURST meter : I suppose that it is linked with the possibily to burst. How does it works ? (how does it fills and empties...)
  • Red health bar : it is the accumulated damages. But when burst is used, the red part turns into black. What does it means ? What difference with red and black ?
  • Hitbox colors : there are 3 different hit boxes, blue, yellow and red. what do these colors mean ? (ok, red is damage... but the 2 others ?)
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Air Options: You can only double jump, teleport etc. so many times before touching the ground again.

BURST: Fills over time and, as of 0.3.0, it also fills a little when you get hit. Used for Burst (100%) and for Whiff Cancel (50%).

(+2)

Just realized whiff cancel uses burst meter, thanks for this knowledge

(+1)

Yeah... Burst meter and air actions consumption are not showed in the preview. So it is easy to miss...

(-1)

Every hitbox color that isn't red is just there to signify when the hitbox isn't active.

(2 edits) (+1)

Eeer... Thanks... But I am not sure that's the whole story.
The red hitbox is what causes damages. When it appears, it does not replaces the 2 others. Damages are probably applied when the red collides with of the 2 other. But which ? And what does the other do ?

In the patch notes I have found the two words "hitbox" and "hurtbox" which are probably  2 different things.

Also I noticed that the yellow box sometimes becomes blue or pink. It surely means something.

Hitboxes are what attacks use to determine the area in which if they overlap with a players "hurtbox," the player will get hit. 

(+1)

Between fighting games, shooters and the like, those terms are switched back and forth so much it's honestly impossible to keep track of anymore

(1 edit) (+1)

Hitbox colors: 

  • Yellow is the area vulnerable to damaging attacks
  • Blue is what I assume to be the area vulnerable to grabs, if YH handles it like other fighting games do - the size difference between blue and yellow is so small that it's difficult to actually verify this in singleplayer.
  • Red is the area where attacks deal damage

If the red collides with yellow (or blue, for grabs), then the attack lands.

Ok. Thanks !

Actually I realise that "Blue" is better described as "Cyan", as the Yellow Hibtbox (Hurtbox ?) can become blue (during grab and teleport) and pink (maybe some invulnerability ?)

(1 edit) (+1)

and the red hp bar is the current damage delt in the "combo"

once you are able to successfully use moves again the red damage bar will be dropped, its just a visual to show the current damage delt to a player in quick succession
the black hp bar isnt black,  just transparent, black and red both are lost damage, while red is ^^^ black is just total damage (red goes over black damage until red is dropped, then the hp bar shrinks down showing more of the background)

I wonder if hitback and IP strength is not dependend on the amount of red...