RO and RL collision detection question.

For discussions about the Rayman series.
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

RO and RL collision detection question.

Post by Sauwelios »

On which playable character is the collision detection of all playable characters based? I suppose a teensie, but if so, which one? Please answer for both games.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: RO and RL collision detection question.

Post by OCG »

All Teensies play same so they probably tooked the first one. If it is Teensie to begin with, but I would not be surprised if ot really is. Welcome to RPC BTW!
Adsolution
Holly Luya
Posts: 22233
Joined: Sat Aug 22, 2009 4:55 pm
Contact:
Tings: 110541

Re: RO and RL collision detection question.

Post by Adsolution »

It's very difficult to tell without having debugging tools at hand, but I'd imagine that they made a single perfectly-shaped collision box that represents all the characters well, probably in the middle somewhere between all their heights. What's for certain is that the different characters don't have different physical proxies.
Lexis
Mawpaw
Posts: 121
Joined: Fri Feb 14, 2014 11:53 am
Tings: 505

Re: RO and RL collision detection question.

Post by Lexis »

Message deleted by the user
Last edited by Lexis on Sat Mar 01, 2014 3:02 am, edited 2 times in total.
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

Adsolution wrote:It's very difficult to tell without having debugging tools at hand, but I'd imagine that they made a single perfectly-shaped collision box that represents all the characters well, probably in the middle somewhere between all their heights. What's for certain is that the different characters don't have different physical proxies.
Well, I find that a bit ridiculous. Good collision detection corresponds to what you see. I mean, I know Globox is empty-headed, but this is insane!
Adsolution
Holly Luya
Posts: 22233
Joined: Sat Aug 22, 2009 4:55 pm
Contact:
Tings: 110541

Re: RO and RL collision detection question.

Post by Adsolution »

Well, it's not 'bad collision detection', the characters are meant to play the exact same, the only differences being the look of the character and the obviously different animations.

Also, Lexis, don't advertise your thread in this one, that's the most literal definition of spam.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: RO and RL collision detection question.

Post by OCG »

It would be quite interesting if every character played a bit different. That would be good if included in future game.
Also is it just me or are Teensies a but faster than Rayman and/or Globox?
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

Adsolution, the characters only play the same insofar as the player knows their collision detection—i.e., the shape of their physical proxy, as you put it. Normally, a player knows that by the looks and animations of the characters. Not so in RO and RL. For this reason, I now play only as Teensies, even though I find them the least interesting characters. I don't want to have to estimate through how big a chunk of Globox hazards will harmlessly pass.

OCG, I think it's just you. I'm all for it, though—except that I think the Teensies should rather get a penalty for being smaller and thereby harder to hit. On the other hand, it would be weird if fat Globox would be faster than slim Rayman. Maybe some other kind of advantage?
Adsolution
Holly Luya
Posts: 22233
Joined: Sat Aug 22, 2009 4:55 pm
Contact:
Tings: 110541

Re: RO and RL collision detection question.

Post by Adsolution »

I've never questioned it or even thought about it really, and I don't think that the vast majority of players have either, meaning it's well-integrated, so I wouldn't consider it 'unfair' by any means.
Lexis
Mawpaw
Posts: 121
Joined: Fri Feb 14, 2014 11:53 am
Tings: 505

Re: RO and RL collision detection question.

Post by Lexis »

Ad, I'm still waiting for your answer!
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: RO and RL collision detection question.

Post by OCG »

Sauwelios wrote:Adsolution, the characters only play the same insofar as the player knows their collision detection—i.e., the shape of their physical proxy, as you put it. Normally, a player knows that by the looks and animations of the characters. Not so in RO and RL. For this reason, I now play only as Teensies, even though I find them the least interesting characters. I don't want to have to estimate through how big a chunk of Globox hazards will harmlessly pass.
Have you tried to play with Globox or Rayman?
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

OldClassicGamer wrote:
Sauwelios wrote:Adsolution, the characters only play the same insofar as the player knows their collision detection—i.e., the shape of their physical proxy, as you put it. Normally, a player knows that by the looks and animations of the characters. Not so in RO and RL. For this reason, I now play only as Teensies, even though I find them the least interesting characters. I don't want to have to estimate through how big a chunk of Globox hazards will harmlessly pass.
Have you tried to play with Globox or Rayman?
I used to play as Globox all the time. But this became too confusing in the later levels of RL. Rayman has the same problem and is harder to see than Globox, especially with two players when things go fast in later levels when the camera is zoomed out. I find the controls and much of RL's level design frustrating enough as they are, so I decided to play as a Teensie.
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: RO and RL collision detection question.

Post by OCG »

Hm, I never really had problems like that.
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: RO and RL collision detection question.

Post by Master »

Hm, I can see what you mean, I don't think they actually have different handlings, but they give off that feeling due to their differing body shapes, I know my sibling prefers to play as Teensies as he feels that they feel faster.

As for zooming, how big is your monitor that you play on? I've been fortunate to play on a medium sized tv screen which doesn't make the zooming out annoying, but I can imagine it'd be difficult to contend with on a smaller 'un.
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

Actually, I played RO on a large 720p TV and RL on an extra large 1080p one. My friend and I didn't sit very close to the screen, though. We started playing RO on the Wii, but soon had to switch to Xbox because the Wii's 480p was just too unclear when the camera zoomed out.
Master
Rayman 1
Posts: 53542
Joined: Sun Aug 21, 2011 10:14 am
Location: Somewhere specific, I'd assume.
Tings: 468310

Re: RO and RL collision detection question.

Post by Master »

Hmm, I see, I'll admit that I've not really had issues with zooming in RL, so I'm not really sure if it's an issue or just differing perspectives, as it were.
Adsolution
Holly Luya
Posts: 22233
Joined: Sat Aug 22, 2009 4:55 pm
Contact:
Tings: 110541

Re: RO and RL collision detection question.

Post by Adsolution »

My first playthrough was on the Wii version actually, I didn't have any problem with it. Then again, my eyes aren't stellar, so it's all subjective. It's very far from unplayable though, even the 3DS version is somewhat playable.
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

Yes, from what I've played of it (not much more than the first world), the 3DS version is playable. But I just got the Vita version, and it looks soo damn good! That really makes it much more fun to play. I'm not getting Legends, though, as I only play solo on handhelds, and I think the only good way to play Legends is with at least two players: no computer-controlled characters for me!
OCG
The Captain
Posts: 18569
Joined: Sat May 11, 2013 9:24 am
Location: RPC Pirate Ship
Contact:
Tings: 9905

Re: RO and RL collision detection question.

Post by OCG »

Legends does not have computer-controlled characters. You only play as one character if single player and you also control Murfy yourself.
Sauwelios
Jumping eye
Posts: 8
Joined: Sat Mar 01, 2014 12:21 am
Tings: 40

Re: RO and RL collision detection question.

Post by Sauwelios »

OldClassicGamer wrote:Legends does not have computer-controlled characters. You only play as one character if single player and you also control Murfy yourself.
I'm pretty sure Rayman or Globox or Teensie or the girl is computer-controlled while the player controls Murphy in single-player mode. Or is that not the same in all versions?
Last edited by Sauwelios on Mon Mar 03, 2014 1:44 am, edited 1 time in total.
Post Reply