//=time() ?>
@MeanLapiz @JesusIover34 Your new suggested hitboxes don't make sense when you look at the animation.
Look at the previous frame for example; then look at yours: there's an empty area, does the hammer vanish for a millisecond? Nope.
Squigly Hitbox Commission for @MarcoD4C !
RT's are appreciated! DM for inquiries!
@Joe__Draws Actually, can't blame em with a hitbox like THAT
@that_Dukel This is the last frame the hitbox is active, which seems pretty fair from a developer POV
Hitbox art commission for 'WoodenSandals'
'Cyber Punk' Chun-Li from #StreetFighter & #HarleyQuinn
I made a simple Fox Thief Enemy Design for to test out enemy movement and hitboxes. He's got a basic walk, stab and knife throwing animations. #pixelart #gameboy #monchorme #platformer #sprite #spritesheet #videogame
Alongside an angle change on the first hit, Sheik's FSmash 2 has bigger hitboxes (3.5/4.0 -> 4.8/4.6)
MK FAir uses a higher angle for the tip for grounded opponents (60 -> 70) and the hitboxes for grounded opponents now use set knockback.
Falco USmash 2 has a bigger and extended hitbox (5.0u -> 5.7u) on the first two active frames as well as staying bigger (although unextended) during the rest and higher duration (13-18 -> 13-20)