Fleet's Psuedo Hitbox guide

Introduction!

Hello! many people when making Psuedo-Hitboxes go about it with a VERY memory consuming way, recently I made a theory on how you could do Psuedo Hitboxes, this guide is the way I went about implementing the theory, however you can do it in whatever way you feel you would like best. (you can see the theory here)

Materials

4 game overlays (optional) 2700 memory
8 triggers, 80 memory
1 trigger, 540 memory
1 lifecycle, 50 memory
1 player Coords, 3500 memory
Total Memory (includes optional overlays): 6870
Memory Percentage: 7%

The Guide itself

First place down a player coordinates device, and make it update properties called X and Y (both of these are player scoped and are number properties)
then make it have some block code like this
Screenshot 2025-03-05 7.41.39 AM
now we will need to make 4 more properties these are all player scope and are Text properties. below is a list of these properties

point1
point2
point3
point4

NOTE: THIS NEXT STEP IS OPTIONAL

next make a game overlay that’s content scope is player and it has some block code like this.
Screenshot 2025-03-05 7.43.51 AM
next go back to the X and Y properties and make them brodcast on “XY Changed” when the value changes. then duplicate the game overlay 3 times and make sure they all are in different locations on the screen, now change each ones block code to set the text to one of the remaining 3 point properties (each game overlay has a different point shown)

Optional step done, the rest of the guide is required

next place a trigger and make it brodcast and recieve on “Loop” and a trigger delay of “0.2” make it have this block code:
Screenshot 2025-03-05 7.48.48 AM

Explanation

OH BOY, this will be a difficult one, first we get the first 3 point properties and set those to the respective point variables, next we get the X from both point1 and point2, then we get the y from point 1 and point 3. and then we check to make sure that the X variable (which is set to a property we haven’t made yet) is greater or equal to pos1 x, (make sure to round the variables that correspond with the point’s X and Y, so we can actually do math operations like greater or less then on them). while also making sure its less than or equal to pos 2 x (rounded), then we do the same process but with the Y (also set to a property not made yet), pos 1 y, and the pos 3 y variables. if it didn’t meet the requirements for the X properties, we print false to the activity feed, if it did meet the standards for X but didn’t for Y, we do the same thing, If they meet both requirements then we print true the the activity feed. hopefully you could understand that mumbo jumbo I just typed up.

next place a game overlay that brodcasts on “Loop” when the game starts.
now we need 2 more properties, both of these are number properties and you can choose whatever value you want for them, just make sure they are an X and Y coordinate you can reach respectively.

PointX
PointY

Now go near that coordinate in the game, you should notice that while you do this the Activity Feed says “true” then move outside that area, the activity feed will now say false. note that you don’t have to be exactly at the coordianate for it to say “true” this means it works as intended!

Conclusion

This is a great system to use for PSUEDO hitboxes for games with PSUEDO projectiles. also its good to note that the hitbox doesn’t need to be ON the player, this can be used to make turrets that slow down players and other things of the such. if you liked the guide, please just press the like button. if you have feedback or the system didn’t work for you, then post it in the replies so that I can edit the guide to fit or I can help you fix your problems. Toodles!

18 Likes

Awesome job. Are you going to make a difficulty poll?

3 Likes

Really good guide! I like how you thoroughly explained everything in depth and it’s pretty organized.

oh dang I kinda forgot :sob:, proboblay not most of my guides ommit the difficulty as showing difficulty makes people scared to do it even if it really isnt too difficult.

2 Likes

Hn. Block code. My worst enemy.

Good guide though, Fleet.

4 Likes

Woah great guide!
Just to make sure I didn’t miss something-- there wasn’t anything about pseudo-projectiles in this, right? Just the pseudo-hitboxes?

Or did I skip a paragraph?

1 Like

just the pseudo hitboxes, I was mentioning psuedo projectiles as that is what the hitboxes can be used with for now until we can figure out how to detect a projectiles positions :sob:

2 Likes

hol up
my brains very foggy rn
so I need you to dumb it down for me this seems a tad bit like a distance formula but more complicated than my lazy treat filled brain can handle as of the moment

1 Like

essentially we make 4 points around the player, if the coordinate that point x and point y make are within the shape that the 4 points make (which is our players hitbox) then we print true to the activity feed, if not we print false to the activity feed. (the true and false are there for debugging, when you get it to work you can change the true to be a brodcast on channel)

and so far it’s looking like ur using multiple points around a player to compare against another object and what not
I personally would’ve just used one point and compared it to another
but wouldn’t be easier to put it in something sorta like a list property? but then again idk as of rn still waking up from all the drama yesterday

ah so it is what I think it is so hold on
I might be able to optimize it
edit: got it in a list successfully in one property with letters before each coordinate
problem is finding a way to compare all of them while still keeping it simple and easy

update: apparently what I’m doing is trying to compare a nested list
and each one I find really defeats the purpose of having a list at all :agony:

im so confused rn :sob:
i got to this part where you have this block code:
image
but i can’t understand the rest.
Cause in my game i have a text (top left) that says slaps: :insert your slap number here: but i want it to make it so where whenever you hit any player with your gadget,you gain 1 slap,and continues to go up until the game ends. (i also want the scope to be player)

i need help plz :sob: :pray:

ok, so basically you just have to continue following the guide, I’d change the activity feed true to set a new property to true, and have a game overlay that if you click it, it damages the player you are trying to hit (it would be best to follow a guide on tracking every players position for the point x and point y to check for every player.

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