

I have two things that spring to mind about doing this, I suspect more will arise as games are created.ġ. So I think that with a decent tool that will allow the user to "adjust" the hitboxes in an intuitive way, this could be a decent solution. Then test this technique on actual frames of existing light gun games. So, the next thing to program is an algorithm to reduce the number of hitboxes (all boxes that are adjacent can be "merged" into bigger hitboxes). It's not perfect but imagine all the work that it saves! On a Intel Core i5 2.5 Ghz laptop, the computation takes about 3 seconds. In the picture, all the blue boxes were placed automatically. By using the OpenCV library and the Mask R-CNN technique, the definition of hitboxes can be computed automatically. Hi so for the problem of defining hitboxes in light gun games, I think I found a solution.

So I'm done with the analysis, before actually staring to code I'll share with you (and anyone interested) my solution. When told me about this I was immediatly interested. Then code the tool that solves the problem and do a prototype game with as we go along we get feedback from you guys. The tutorial to seems to be a different one (or is it?).Ībout the tool, actually what I wanted to do is first do an analysis of the actual problem (looking at existing gun games, etc.). Thanks for the reply already read the tutorial you linked me and it's only for FMV game à la Dragon's Lair. Thanks for looking at this, would be fantastic. If you can get the results close to an existing game you know you are on the right track. I believe the tutorial you are referring to could be: Ĭan I also suggest that it might be a good idea to use one of the existing " gun" games as a " control" for this " code tool". Not meaning to step on here, but this would be a fantastic function() to have. A laborious time consuming task to say the least, hat off to RDG for all the original gun games. If the video doesn't have such artefacts, and is based on an ** area** within a specific group of frames (ala MadDog), then you need to manually create ' hitboxes' within frame slots. detect a while flashing circle is visible, and active, at the point of trigger pull at the gun co-ordinates. If like ActionMax you can register a hit by the color of a pixel in a video frame then fairly straightforward, i.e. I think the base issue with gun games is detecting what a ** hit** is. Hey Karis je discutais avec scott sur un le genre light gun games et il a dit c'est tres facile a faire avec singe si on comprends bien le langague LUA,l,algebre etc ,j'aimerais savoir ce que tu penses de ca ,si c'est fesable pour toi si oui pourrais tu donner un un fichier exemple comme BLANk pour situer les developpeurs ex changer les nombres dans le script par rapport au video choisi.
