#can't decide between using playerstate or hitboxes
1 messages · Page 1 of 1 (latest)
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depends
what kind of combat are you doing?
realistic, go for hitbox style(you can add states for double check), otherwise, having a comprehensive fsm is really good
trying to emulate ultrakill's combat system
so kind of fast paced/momentum-based
so playerstate is the way to go?
tysm
state are definetly more accurate
momentum based means alot of moving? if thers alot of moving itll be harder for hitboxes since theres latency
yes, fsm is not really known but its really neccessary for market standard combat system
thank you sm
yea also just want to add onto the whole finite state machine part that ayan mentioned. Make sure you make a REALLY focus on this part since its very useful this video has a good breakdown of hsfm. (its in c# but u can implement it in roblox pretty easily - minus the parallel sequence part since im too dumb to that so I cant say) https://youtu.be/c-XoTg6Fba4?si=6tQYf8t38jRpP_Sk
Hierarchical State Machines (HSMs) offer a powerful way to structure complex game logic by organizing states into nested layers of behavior. In this video, we build a fully functional HSM system in Unity from the ground up, starting with core concepts like state activation and transitions, then layering in a robust transition sequencer that acts...
I'd go for playerstate definitely
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because you can make it easier and have more control, less bugs
and still would feel good
oh my god i never knew this was what it was called, i thought its just another version of fsm
@slim wind if you're making state machine you need to use hsm
or else you're gonna have tons of states
group them up and you get hsm
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