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RO and RL collision detection question.
Posted: Sat Mar 01, 2014 12:24 am
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.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 12:28 am
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!
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 12:32 am
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.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 1:31 am
by Lexis
Message deleted by the user
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 2:29 am
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!
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 2:38 am
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.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 3:09 am
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?
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 5:03 am
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?
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 6:36 am
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.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 10:54 am
by Lexis
Ad, I'm still waiting for your answer!
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 11:46 am
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?
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 6:17 pm
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.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 6:19 pm
by OCG
Hm, I never really had problems like that.
Re: RO and RL collision detection question.
Posted: Sat Mar 01, 2014 6:46 pm
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.
Re: RO and RL collision detection question.
Posted: Sun Mar 02, 2014 7:54 am
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.
Re: RO and RL collision detection question.
Posted: Sun Mar 02, 2014 11:06 am
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.
Re: RO and RL collision detection question.
Posted: Sun Mar 02, 2014 1:13 pm
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.
Re: RO and RL collision detection question.
Posted: Sun Mar 02, 2014 9:27 pm
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!
Re: RO and RL collision detection question.
Posted: Sun Mar 02, 2014 10:59 pm
by OCG
Legends does not have computer-controlled characters. You only play as one character if single player and you also control Murfy yourself.
Re: RO and RL collision detection question.
Posted: Mon Mar 03, 2014 1:40 am
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?