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Sonic Physics Guide

From Sonic Retro

Revision as of 11:17, 4 March 2010 by Rainer (talk | contribs)

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. 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!

Physics Guides