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>> No.22503433 [View]
File: 205 KB, 804x1604, 121177927478767f63394d10cf67e4aa2160725b18f323f7dc92e53a46f98e87.jpg [View same] [iqdb] [saucenao] [google]
22503433

>> No.21328429 [View]
File: 205 KB, 804x1604, hitboxes pre and post 10.jpg [View same] [iqdb] [saucenao] [google]
21328429

>>21328403
Yes anon, good.
Here's some more tips: when at full power, go to the top of the screen to autocollect all the points at max value. More points = more lives = more bombs. Use all your bombs, anything left in stock when you die is lost. You can treat them as damage boosts and as panic buttons. You can almost hide inside certain bullets, don't be afraid to get really close. Pic related. If you get close to the boss you deal more damage, you can "shotgun" them but don't overdo it. Many bullets are aimed specifically at your location, you can stream them by moving very slightly left or right. Some are aimed specifically to your sides. Leave some room up and down when dodging normally so you can retreat in every direction if need be.

>> No.18004857 [View]
File: 205 KB, 804x1604, 1505308768493.jpg [View same] [iqdb] [saucenao] [google]
18004857

>>18004833
Not completely; the big hitbox change was later. This chart shows the 'old' square hitboxes from 10, 11, and 12, versus the new round hitboxes from 13, 14, and 15. While it doesn't include the first-gen hitboxes, I believe they're very similar to the second-gen ones. However, differences between the engines, like how they handle movement and hit detection, may account for the different feeling.
Also, if the original anon was specifically talking about the size-changing bullets in Kanako's second card, those keep the hitbox of the fat bullet even when the sprite changes to a tiny bullet, so they definitely feel like bullshit.
Or maybe he was using vpatch on the older games but not 10, and now input lag is killing him?

>> No.17626415 [View]
File: 205 KB, 804x1604, 1447715374681.jpg [View same] [iqdb] [saucenao] [google]
17626415

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