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Difference between revisions of "Sonic Physics Guide"

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(Physics Guides)
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ROM Hacks are great fun.  But sometimes you want to make something more complicated than modifying an existing game can allow. Unfortunately, the drawback to the ground-up approach is that a physics engine must be developed. The physics play a critical role in the overall fun of a Sonic game, and so must be tuned to perfection. These physics guides will hopefully make that process easier.  Whether you are using Game Maker, Flash, C++, or anything else, they should be an indispensible reference for making sure your physics are as accurate as possible to the original Sonic. Even if you want to make modifications or improvements, you have to know where to start from!
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ROM Hacks make the process of developing a functional Sonic game with unique art, enemies, and modifications much easier, since the game engine and basic mechanics are already functional. However, if the game requires a different game engine, modifying existing low-level assembly may be inappropriate, and some game designers might choose to program their own unique game engine. The physics of a game engine are rules that describe how to transform the player's input (either in the form of buttons, keyboard, or even a mouse if the designer feels inclined) into appropriate changes in the position of the sprites in the game (such as the Sonic sprite, or alternatively, how enemy sprites will respond). These physics guides will hopefully make the process of simulating the rules used in Sonic games easier.
  
===Physics Guides===
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Since the rules themselves are independent of how they are implemented, many people choose programming languages such as Java, C, C++, Python, or a Lisp dialect to implement game physics. In addition, people can choose to use more specialized applications like Flash, Game Maker, or a Clickteam program like Multimedia Fusion 2.
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Hopefully, these guides will provide adequate information to facilitate implementation.
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== Physics Guides ==
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*[[SPG:Solid Tiles]]
 
*[[SPG:Running]]
 
*[[SPG:Running]]
 
*[[SPG:Jumping]]
 
*[[SPG:Jumping]]
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*[[SPG:Super Speeds]]
 
*[[SPG:Super Speeds]]
 
*[[SPG:Special Abilities]]
 
*[[SPG:Special Abilities]]
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*[[SPG:Camera]]
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*[[SPG:Getting Hit]]
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*[[SPG:Rebound]]
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*[[SPG:Animations]]
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*[[SPG:Game Objects]]
  
[[Category:Sonic Physics Guide]]
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[[Category:Sonic Physics Guide| ]]

Revision as of 14:00, 5 March 2016

ROM Hacks make the process of developing a functional Sonic game with unique art, enemies, and modifications much easier, since the game engine and basic mechanics are already functional. However, if the game requires a different game engine, modifying existing low-level assembly may be inappropriate, and some game designers might choose to program their own unique game engine. The physics of a game engine are rules that describe how to transform the player's input (either in the form of buttons, keyboard, or even a mouse if the designer feels inclined) into appropriate changes in the position of the sprites in the game (such as the Sonic sprite, or alternatively, how enemy sprites will respond). These physics guides will hopefully make the process of simulating the rules used in Sonic games easier.

Since the rules themselves are independent of how they are implemented, many people choose programming languages such as Java, C, C++, Python, or a Lisp dialect to implement game physics. In addition, people can choose to use more specialized applications like Flash, Game Maker, or a Clickteam program like Multimedia Fusion 2.

Hopefully, these guides will provide adequate information to facilitate implementation.

Physics Guides