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Difference between revisions of "Sonic Physics Guide"

From Sonic Retro

(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.  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===
 
===Physics Guides===

Revision as of 11:17, 4 March 2010

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