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GRIEF but the hitboxes are accurate Analytics Table
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Based on this YouTube video's total view count of 1.90M views and industry-standard rates, the estimated total earning is $1.33K - $3.81K through ad revenue. Historical data is not yet available to calculate daily, weekly, or monthly averages.
About GRIEF but the hitboxes are accurate
Explore GRIEF but the hitboxes are accurate with 1,904,786 views, 24,029 likes, and 2,531 comments. Experience the impact of this video content that has captured audience attention.
Don't take this version to be entirely accurate it's just for viewing purposes. If you're confused about what this is, it's basically just a recreation of GRIEF that showcases the true hitboxes in a more visually accurate way. For example, the saws are replaced by spikes because it is easier for most to visualize their hitbox and how they collide with the player. I did this for some of the parts in the level that I was just curious about, but recently decided to create a full level showcase with this. HOW THIS WAS DONE: This had to take into account how different objects interact with the player, so I'll break that down real quick: - Unrotated hazards and saws interact with the square player hitbox that does not orient itself with the player and simply just moves with it without rotating (bright red in megahack). - Fuzzy spiked slopes interact with the same unrotated player hitbox in the wave mode, but idek how it interacts with the other modes so I didnât replace them with anything unless it was a wave. - Normal slopes and rotated hazards interact with the player hitbox that rotates as the player does (dark red in megahack). - Square blocks interact with the smaller player hitbox (blue in megahack) when killing you, and the unrotated player hitbox when landing. The most important thing here is the âfuzzy spiked slopesâ because many donât understand why itâs harder than just a normal slope. Interacting with the unrotated player hitbox makes it much less forgiving as opposed to interacting with the rotated player hitbox. After looking into it, I discovered that a fuzzy spiked slope is roughly equivalent to a normal slope that was moved 1 step horizontally and 1 step vertically in the direction away from the slope. This becomes less accurate with short wave strokes because the angle of the rotated player hitbox is constantly changing with the player, and is sometimes the same as the unrotated player hitbox (at peaks & troughs, sliding on ground), but even accounting for this it wouldnât look much different so I didnât bother. So basically, I replaced all the fuzzy spiked slopes with real slopes by moving them in slightly, and any rotated spikes on the slopes were accounted for by simply moving the slope to match the spike hitbox. All saws were replaced with a circular pattern of spikes, since the hitboxes of spikes are much more clear than saws. Lastly, I tried to get rid of any moving objects and made sure to account for their trajectory, but I definitely didn't get it all right, and had to just leave the moving objects for some clicks. To be completely transparent here are the parts that felt harder in this version due to inaccuracies with my method: RealVet (0-11), mini wave consistency spam (22-23), Triplash wave (26-31), Burgadahz ship (56-58), Ball click at 78%, Wave release at 81% The rest felt pretty much the same difficulty so you can assume it's accurate for the most part. MAIN CHANNEL: @DoggieDasher
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