I also made a challenge with the fixed hitboxes, but I couldn't find a way to put that in the title as well lmao Second channel: / trideapthbear Twitch: / tridegd Discord: / discord
The hitboxes aren't broken, is just that in a game u just can't put the hitboxes as the same the object is visually, to make a fair gameplay is really important to give the player a maneuvering range that make a feeling that he died cuz he actually crush at the spike. Imagine just die in a level cuz u crush at one pixel of the peak in a spike
People aren't understanding that this isn't "fixing" the hitbox, that's just a catchy title. Having model-accurate hitboxes is actually very uncommon in 2D games, because it makes way more sense to have the ability to "just brush by" gameplay-wise. It can feel super unfair to get clipped by a pixel, so having hitboxes like this mitigates that feeling a lot. A really good example is the Piranha Plant hitboxes in Super Mario Bros. (the first game). They are WAY smaller than the actual sprite, which actually makes them feel much better because they wont kill you if you just barely touch them from a fall when they came out after you'd already jumped. So basically, to all of the people saying "I'm glad RobTop never fixed this..." well, that's because it was never broken.
@@TrideGD No problem, I liked the video idea and it made for a fun concept. Just wanted to make sure people were informed that RobTop hadn't made mistakes when designing the hitboxes and that it was actually fairly common practice, since I'd seen a lot of people assuming as much in the comments lol
Especially here because its implied that the character isn't made of a well decorated balloon, you gotta get legitimately poked by the spike to die to it
Very cool video, I think you explained everything perfectly and the pacing is awesome. I think the hitboxes make the game more enjoyable as it allows for more close calls and poses more risk
I think it’s actually better that robtop never made the hit boxes the full spike, because its been such a big topic, and it always makes for an epic moment when you beat a level but got like 3 frames into the last spike 🤣
having the hitboxes a little smaller than the object is very common in 2d platformers as a quality of life feature that makes the game feel better. although it may not be true, it’s frustrating to die even though you thought you didn’t touch the spike, or just died by touching the spike by like 3 pixels.
Deltarune is a good example of both what this comment says and what the reply says, the hitbox for the player is smaller than the soul and the projectiles are smaller than the bullet's actual size
In my defense of robtop, if he were to fix hitboxes then there would be a lot of levels that become straight up impossible, and all others would probably become 10x harder, so it's a situation where it's too late to fix, so you just have to keep them broken.
You could have reduced the object count significantly by removing the points on the bottom of the spikes. I guess the selling point was the hitboxes being "the most accurate", though.
Make a rotate trigger that rotates each object by 0 degrees, that will make it more accurate. Let me explain In gd, your icon has 2 red hitboxes. The bright red hitbox doesn't rotate at all, but the dark red hitbox matches the rotation of your icon. On normal spikes, you will die when the bright red hitbox hits the spike's hitbox. If the spike is rotated however, both the bright red and the dark red hitbox must touch the spike's hitbox. By using a rotation trigger that rotates it by 0 degrees, it tricks the game into thinking the spike is rotated, but it doesn't visually change anything, so the hitbox will feel more accurate since it will match to the rotation of your icon! I hope this made sense, if you have any questions, reply to me, and thanks to whoever took the time to read this :D
You can considerably lower the objects per spike if you take the square hitbox of another spike align with the walls of the visible spike and then use the dots for the corners only
I guess you don’t really need the bottom side to have a “proper hit box” since that’ll never really kill you, so maybe removing that side entirely could help with optimizing Another idea would be to use a a single tiny spike in each corner of the big spike and then use a spawn loop to move them across each side of the big spike with 0 move time. Not sure if this would work, especially since there would be a slight delay between each move trigger and you may not get it to line up exactly, but it’s a thought idk lol. If it does work, it’s much fewer objects
it would probably be suitable to just put hitboxes on each corner. I can’t think of any scenario where you would hit the side of the cube, but not any corner.
the devs are actually genius for making the hitbox that small, just like in platformers your able to jump even when your a bit off of the ledge to make it feel more natural and fair, the spikes feel nicer this way.
The reason why robtop chose to have a such a small spike hitbox is because to make the jumps more fair and to give players an ability to make crazy levels as well. But its mostly to make the game fair to play
Slight object efficiency optimisation: for the bottom/top side(depending on orientation) spike, you can use regular triangles and use the base of their hitbox(the breadth of the rectangular part) to match it.
Talking about fixed hitboxes Do you guys remember back in 1.9-2.0 people hackusating any good players simply because their ship would get inside spikes by a bit? Oh man...
you know you can make the hitbox much more accurate by moving the red dots inside the white line of the spike, otherwise you're making the "spike hitbox" bigger than the spike itself
Actually the straight fly would be slightly less tight than that if hitboxes were accurate because accurate hitbox would make the ship's hitbox smaller. The ship's hitbox is the same as a icon despite visually being smaller
@@xrefed Dang I have a late reply If the ship's hitbox was also accurate, it would be smaller as the ship takes up less than a square yet the hitbox for the ship is a square
And this is the exact reason why we developers don't make exact hitboxes, they're always smaller. If your game has not smaller hitboxes, it has a major error XD
Sometimes you die without touching the spike because some icons are squished in and some squished out like the one with legs and arms are squished out and the snail is squished in
Probably some feature in a build hack app or something that automatically place the correct side of the block to save some time Edit: yeah it's probably a editor hack feature cuz you can see other editor hack features in some other parts of the video, idk what the editor hack is tho
Now that I think about it, the standard regular hitboxes make sense. Like if you touched a sharp object with your fingernail IRL, You wouldn't instantly fall on the floor and drop dead like a fly.
The people thinking this is how the hitbox should be have definetly never play tested or tried developing a game before The hitboxes are never exactly like the objects, before that would require way too precise movement and would just end up feeling unfair and annoying
You can make this in 2 objects. (not joking) first, get a spike that is a slope. Then scale it in 0.5, and flip it and copy and paste in it and turn it into the other side, make sure its all aligined, and idk why the game thinks its solid
other games: have accurate hitboxes the community: "BUT I DIDNT TOUCH THE SPIKE" gd: fixes this issue the community: "BRO THESE HITBOXES ARE SO JANK LOL"
for flipping things like this, put the main object (visible spike) as group parent in the edit group tab and it will all rotate around the grouped object instead of the center of all items combined
4:15 it is because the hitbox of all the gamemodes (except wave) are exactly 1 block X and Y now for the wave, it is much easier, because it has 0.5 X and Y, so it's half the size of any other gamemode.
I feel like having the hitboxes like this erases the “I wasnt even in the spike” excuse that comes with a lot of other games
true
no, it makes it worse
because most of the time we dont notice the tiny small pixel touching the spike
yeah robtop didn't make a mistake in making the hitbox, it's to NOT MAKING that kind of annoying "bug"
Not really
quite a few other games have pixel accurate hitboxes on spikes though
The hitboxes aren't broken, is just that in a game u just can't put the hitboxes as the same the object is visually, to make a fair gameplay is really important to give the player a maneuvering range that make a feeling that he died cuz he actually crush at the spike. Imagine just die in a level cuz u crush at one pixel of the peak in a spike
that would make more sense than just rob being lazy
@@DehydratedMoron yeah rob isn't lazy he is smart :)
@@DehydratedMoron Bro just imagine dying cuz the cube touch the smallest point of a spike
@@gacoco6967 thats just being a bad game dev not even a dumb one
Robtop, why no hitbox at bottom of the spike like-
People aren't understanding that this isn't "fixing" the hitbox, that's just a catchy title. Having model-accurate hitboxes is actually very uncommon in 2D games, because it makes way more sense to have the ability to "just brush by" gameplay-wise. It can feel super unfair to get clipped by a pixel, so having hitboxes like this mitigates that feeling a lot. A really good example is the Piranha Plant hitboxes in Super Mario Bros. (the first game). They are WAY smaller than the actual sprite, which actually makes them feel much better because they wont kill you if you just barely touch them from a fall when they came out after you'd already jumped.
So basically, to all of the people saying "I'm glad RobTop never fixed this..." well, that's because it was never broken.
That's completely true yeah, I should've probably clarified that better in the video tbh. Well said
@@TrideGD No problem, I liked the video idea and it made for a fun concept. Just wanted to make sure people were informed that RobTop hadn't made mistakes when designing the hitboxes and that it was actually fairly common practice, since I'd seen a lot of people assuming as much in the comments lol
Especially here because its implied that the character isn't made of a well decorated balloon, you gotta get legitimately poked by the spike to die to it
@@TrideGD U say things long
Well if it gets fixed many levels will impossible
Very cool video, I think you explained everything perfectly and the pacing is awesome.
I think the hitboxes make the game more enjoyable as it allows for more close calls and poses more risk
ok mullsy
woah it’s woozee
woah its woahlzy
Woah Itz Mulzy
Wulzy: comments
90% of the ppl that see his comment: *woah its Wulzy*
I think it’s actually better that robtop never made the hit boxes the full spike, because its been such a big topic, and it always makes for an epic moment when you beat a level but got like 3 frames into the last spike 🤣
It's just broken
maybe you should try that challenge 3x in a row
the laughing emoji ruined the comment
Hi
@@arcioko2142 you ruined my braincells
having the hitboxes a little smaller than the object is very common in 2d platformers as a quality of life feature that makes the game feel better. although it may not be true, it’s frustrating to die even though you thought you didn’t touch the spike, or just died by touching the spike by like 3 pixels.
IWBTG fangames do the inverse, where the player has a forgiving hitbox, while every other object has perfect hitboxes.
Deltarune is a good example of both what this comment says and what the reply says, the hitbox for the player is smaller than the soul and the projectiles are smaller than the bullet's actual size
@@OctoNap ever seen any touhou game on lunatic?
@@godlyvex5543 poggers
@@nutelu3462It's not just touhou, it's most STG games.
"Why do you have 4000 objects in this level? There's only one spike!"
"Well, i was trying to do perfect hitboxes..."
"Oh, so thats why it was so hard."
@@repetitivethinking thats what she said
@@blazablaza2890he*
Me on my fire tablet
I hate this i die right when i touch the spike
I wished i had the little pill hitbox
In my defense of robtop, if he were to fix hitboxes then there would be a lot of levels that become straight up impossible, and all others would probably become 10x harder, so it's a situation where it's too late to fix, so you just have to keep them broken.
robtop should add a new version of a spike thats fixed and keep the broken spike
That wouldn't be necessary since people can already do it themselves but it would also just be useless.
it's not even broken lol, it's the perfect hitbox for gameplay
@@chazedash8871 people would not be able to make a full level because each spike contains a lot of objects
@@reinhard7731 tartarus would be impossible, arcturus would be impossible, sh would be impossible, sc would be impossible.
You could have reduced the object count significantly by removing the points on the bottom of the spikes. I guess the selling point was the hitboxes being "the most accurate", though.
he could also remove some of the hitbox spikes to leave small gaps that wouldn't affect anything but the object count
@@FreakyA1on no, then you ll have ability to go in spike by corner
But that would be bad thumbnail material
@@farpurple put hitbox in the corner
He can use bigger hitboxes to cover the sides, and only use the tiny ones in the tip of the triangle
This makes ¨impossible levels¨ truly impossible
bread
@@LunaticParmalatas cheese
@@Saturn_57 sandwich meat
@YourUsernameMustbebetween3to20characters mustard
@@Boxx4234 lettuce
RobTop not adding features to the game so players are removing features in retaliation
I like how the challenge is actually harder than it looks
Scuffed hitboxes is what makes gd special lmao
Terraria king slime
@@js64 ?
@@stormkitty3015 King slime is a Terraria boss, He has the most scuffed hitboxes I have h ever seen
@@js64 gd is full of fucked up hitboxes, terraria not so much
@@Chizinky yeah, the only bad hitbox in the game is King slime. It is a pain to fight him true melee
if this was the normal hitbox, imagine how many current levels would be broken
Conical depression
Bloodbath new top 1
conical depression
Conical depression
ispy
Make a rotate trigger that rotates each object by 0 degrees, that will make it more accurate. Let me explain
In gd, your icon has 2 red hitboxes. The bright red hitbox doesn't rotate at all, but the dark red hitbox matches the rotation of your icon. On normal spikes, you will die when the bright red hitbox hits the spike's hitbox. If the spike is rotated however, both the bright red and the dark red hitbox must touch the spike's hitbox. By using a rotation trigger that rotates it by 0 degrees, it tricks the game into thinking the spike is rotated, but it doesn't visually change anything, so the hitbox will feel more accurate since it will match to the rotation of your icon!
I hope this made sense, if you have any questions, reply to me, and thanks to whoever took the time to read this :D
Thats actually really smart!
I wish that was how it worked, that'd be really cool.
@@DJSpinSter2004 wdym
@@JerrySkyblock i think he means that should be how all hitboxes work
@@mainconman2201 oh
Now tride has made geometry dash into the true "impossible game"
AND managed to put pixel-perfects IN AN AUTOSCROLLER
with 300 objects that is a literal lag spike
nice one
nice two
nice three
nice four
nice five
6:53. This is the first time I've heard Tride swear and he did it on accident.
he said 5
@@JoaomogusGD51015 I know
You can considerably lower the objects per spike if you take the square hitbox of another spike align with the walls of the visible spike and then use the dots for the corners only
Imagine doing the same with saws, at the end you could do everything visible and see how it looks like :))
I guess you don’t really need the bottom side to have a “proper hit box” since that’ll never really kill you, so maybe removing that side entirely could help with optimizing
Another idea would be to use a a single tiny spike in each corner of the big spike and then use a spawn loop to move them across each side of the big spike with 0 move time. Not sure if this would work, especially since there would be a slight delay between each move trigger and you may not get it to line up exactly, but it’s a thought idk lol. If it does work, it’s much fewer objects
it would lag more, cuz infinitely triggering something would consume your life
u could just use the spike slope thingies
the move trigger thing would crash the game
Also the bottom of the spike shouldn't be "sharp", it's just a flat base (like a standard square block)
it would probably be suitable to just put hitboxes on each corner. I can’t think of any scenario where you would hit the side of the cube, but not any corner.
0:05 how to unlock this demon icon ??
be a sigma
@@DNFdeni9dBRAIN ROT ALERT
Idk how but someone please say
@@Duc921 no
It's a mod
the devs are actually genius for making the hitbox that small, just like in platformers your able to jump even when your a bit off of the ledge to make it feel more natural and fair, the spikes feel nicer this way.
*dev
@@mylesogdahl2302 *devs
@@DontUseUrToilet *vde
@@DontUseUrToiletRob is the only GD dev
@@DontUseUrToiletRob is the only GD dev
"hi hello hi" never gets old
Breaking News: Local Man hates himself
Tride has found a way to make silent circles even more impossible than it already is 😂
I don’t think it’s possible to go threw the spaces with fixed hintbox
@@tm3ind stroke moment
@@sznmyhatred that not so as bad is other comments when has stroke you now
Edit: auto correct = ima mess u up and eat your insides
@@wafflees4383 yeah also sorry for grammar police but “when has”
@@qseryGD I didn’t even do it, it was auto correct lmao
But did you fix the hitbox on the lag spike 🤔
💀
Amazing
I am starting to thank robtob for not fixing the hit boxes after watching this video.
RubRub
ah yes
*r o b t o b*
scrubscrub
The hitboxes are not broken, they are intentionally small because it makes the gameplay experience better
@@wippo42 you don't get jokes do you
should've called the level "lag spikes"
I SO SHOULDVE OMG
The definition of "harder than it looks"
well it was easier than it looks so now its just as easy/hard as it looks
you gon get hit with a box if you dont hand over them keys
Nice vid but that polybridge music gave me such a wave of nostalgia, watching Stamsite play that back in the day was awesome
Stamsite the goat
Now put the hit boxes in avernus
Or slaughter house
💀
great video - it's actually really interesting to see what you could make in terms of a full level with this
The reason why robtop chose to have a such a small spike hitbox is because to make the jumps more fair and to give players an ability to make crazy levels as well. But its mostly to make the game fair to play
People looking for the background song, it's from the Polybridge soundtrack, it's called On the road
Fun fact: in mini mode/wave, you can scale up a spike to 2.00 and pass through it without having to click because of the hitbox
not even 2.00 i managed to do it while the spike was just 1.00 size
imagine fixed hitboxes in all main levels by robtop lol
imagine making new highest object count level
And then beat deadlocked
Literally impossible stereo madness
@@Lftarded it will be easier than 6 star but there are choke points at tripple spikes (little like how u experienced gd in first weeks)
Quadruple spike whooper
Slight object efficiency optimisation: for the bottom/top side(depending on orientation) spike, you can use regular triangles and use the base of their hitbox(the breadth of the rectangular part) to match it.
"It's so hard, it's so hard!"
-Tride 2022
Has anyone noticed that the background music is from poly bridge? Absolutely love both the game and the soundtrack
The background music makes me want to build bridges in a polygonal world
Bro avernus took this level to serious lol
"I'm gonna make a short layout" proceeds to make a fully decorated demon level challenge
Now, imagine a demon creator gets his hands on this.
2:38 michigun is proud of you 3 spike skill
i love how he says "AAH MY FPS" even tho its still at over 200 lol
RopTop just understands one of the most important rules of gamedev: always make generous hitboxes
Talking about fixed hitboxes
Do you guys remember back in 1.9-2.0 people hackusating any good players simply because their ship would get inside spikes by a bit? Oh man...
If you actually design games you already know that hitbox is a nightmare.
Agreed
It looks disgusting. Lag machine and middle finger to the player
Bruh he did EXACTLY what i was thinking of for a while
it's always better to have players go "what? how did I not touch the spike there?" and not "what? I didn't even touch the spike!"
you know you can make the hitbox much more accurate by moving the red dots inside the white line of the spike, otherwise you're making the "spike hitbox" bigger than the spike itself
There's a reason (most) hitboxes are very generous in video games.
Actually the straight fly would be slightly less tight than that if hitboxes were accurate because accurate hitbox would make the ship's hitbox smaller. The ship's hitbox is the same as a icon despite visually being smaller
Why would the ships hitbox be smaller because of accurate hitboxes
@@xrefed Dang I have a late reply
If the ship's hitbox was also accurate, it would be smaller as the ship takes up less than a square yet the hitbox for the ship is a square
And this is the exact reason why we developers don't make exact hitboxes, they're always smaller. If your game has not smaller hitboxes, it has a major error XD
Major error?!?
It would be fun to try and make accurate hitboxes for sawblades, as they have awkward shapes
tbh if the hit boxes were fixed it would’ve been really bad to just randomly die to the pixel of the spike
They aren’t fixed
Literally my 1 year old "Fixed Hitboxes" level: hey I exist!
"its too hard!" - Tride 2022
🤨📸
This is what 60hz players feel like
True😢
Not in 2.2 now :3
Ive played this before and it was hard! gg I beat it tho
Level one (everyone) “hi”
Level two (Ryan George) “hi hello”
Level three (tride) “hi hello hi”
True.
Imagine slaughterhouse with fixed hit boxes 😳
new mega top 1
8:50 Imagine you are playing gdash and your mom hears this through the door.
lol
Avernus
Sometimes you die without touching the spike because some icons are squished in and some squished out like the one with legs and arms are squished out and the snail is squished in
imagine using this hitbox on every spiked in Abyss Of Darkness Lol
little thing, you can remove the hitbox for the bottom of the triangle as they are not being touched anyway.
just to decrease the object count
6:30 How does he build like that? (Automatically switch to correct block type)
he uses the custom keys on the keyboard
????????
what?
Probably some feature in a build hack app or something that automatically place the correct side of the block to save some time
Edit: yeah it's probably a editor hack feature cuz you can see other editor hack features in some other parts of the video, idk what the editor hack is tho
@@SyankaCreature he's not using any hacks are you guys high
Now that I think about it, the standard regular hitboxes make sense. Like if you touched a sharp object with your fingernail IRL, You wouldn't instantly fall on the floor and drop dead like a fly.
Unless it's venom tipped. and even then probably not instantly.
POV: accurate hitbox in silent club step
If spike hitboxes were accurate, all extreme demons would jump to top 1 difficulty
My guy took "lag spike" literally
Real interesting, didn't know that the hitboxes were like this... though that does explain ALOT
i have never seen hitboxes more fixed than that in history of gd.Thats why your're a legend
imagine shut up ball timings with these
The people thinking this is how the hitbox should be have definetly never play tested or tried developing a game before
The hitboxes are never exactly like the objects, before that would require way too precise movement and would just end up feeling unfair and annoying
You can make this in 2 objects. (not joking)
first, get a spike that is a slope. Then scale it in 0.5, and flip it and copy and paste in it and turn it into the other side, make sure its all aligined, and idk why the game thinks its solid
“I can’t even get in there!!”
“I can technically get in there, it’s so tight though!”
REALLY REALLY accurate fixed hitbox straightfly is PIXEL perfect. Which means, one pixel that your ship goes in the wrong way, you're dead.
robtop made the spike hitboxes stupid so you could have that godlike feeling of just barely missing a spike
That explains why I can jump right as I touch a spike and live
tride: making the spike the hitbox
kingsammelot: making the hitbox the spike
bro, you did it wrong
@@JoaomogusGD51015 no i did not
Alternate title: "If Spikes we're actually Scary"
Beat conical depression with fixed hitboxes
LMAO
Wow, good thing that there are no levels on the demon list utilizing these wacky spike hitboxes
The hit box being accurate and the spikes being Accurate to the hit box
this isn’t a normal geometry dash video this is a lesson of geometry dash to know how to build
other games: have accurate hitboxes
the community: "BUT I DIDNT TOUCH THE SPIKE"
gd: fixes this issue
the community: "BRO THESE HITBOXES ARE SO JANK LOL"
polybridge OST SLAPS BRO
for flipping things like this, put the main object (visible spike) as group parent in the edit group tab and it will all rotate around the grouped object instead of the center of all items combined
gives a whole new meaning to "lag spike"
Tride is the successor of michigun
when your ship brushes by a spike and spontaneously explodes violently
That’s crazy, this video has passed the Blast Processing buffing video, wow
I didn't think that I would be intrugued by this video, but ended up watching a bunch! This was quite interesting!
NO!
The top ones are going to be crazy now!
What have you done!
4:15 it is because the hitbox of all the gamemodes (except wave) are exactly 1 block X and Y
now for the wave, it is much easier, because it has 0.5 X and Y, so it's half the size of any other gamemode.
i love his intro “hi hello hi”😂❤