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Difference between revisions of "Sonic Physics Guide"

From Sonic Retro

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(New formatting and descriptions updated)
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*[[SPG:Basics]]
 
*[[SPG:Basics]]
 
A prerequisite for much of the info on this guide.
 
A prerequisite for much of the info on this guide.
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<div class="large-3 columns">
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===Collision===
 
*[[SPG:Solid Tiles]]
 
*[[SPG:Solid Tiles]]
A detailed description of how sloped terrain is constructed, and how objects use Sensors to collide with it.  
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A detailed description of how sloped terrain is constructed, and how objects use sensors to collide with it.  
 
*[[SPG:Slope Physics]]
 
*[[SPG:Slope Physics]]
How Sonic moves with momentum over Solid Tile angled surfaces. Also explaining how some specific actions such as walking, jumping, and rolling all react to slope angles.
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How Sonic moves with momentum over angled surfaces, along with the specific physics for actions such as rolling.
 
*[[SPG:Solid Objects]]
 
*[[SPG:Solid Objects]]
 
Explaining object hitboxes, solidity, Sonic's hitbox, and other ways objects directly interact with Sonic.
 
Explaining object hitboxes, solidity, Sonic's hitbox, and other ways objects directly interact with Sonic.
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</div>
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<div class="large-3 columns">
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===Gameplay===
 
*[[SPG:Running]]
 
*[[SPG:Running]]
Describing how Sonic moves and changes actions on flat ground.
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Describing how horizontal inputs control Sonic.
 
*[[SPG:Jumping]]
 
*[[SPG:Jumping]]
Sonic's variable jump and acceleration in the air.
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Sonic's jump and acceleration in the air.
 
*[[SPG:Rolling]]
 
*[[SPG:Rolling]]
How rolling controls on flat ground.
+
Physics and quirks of rolling.
 
*[[SPG:Game Objects]]
 
*[[SPG:Game Objects]]
Describing objects such as rings, enemies, blocks, and springs. Including how they move around, how they are constructed, and how they react to certain situations.
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How objects such as rings, enemies, blocks, and springs move around, are constructed, and react to certain situations.
 
*[[SPG:Main Game Loop]]
 
*[[SPG:Main Game Loop]]
The order of events for objects including characters.
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The order of events for objects, including characters.
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</div>
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<div class="large-3 columns">
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===Specific===
 
*[[SPG:Ring Loss]]
 
*[[SPG:Ring Loss]]
Detailing how rings disperse when hit.
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How rings disperse when hit.
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*[[SPG:Getting Hit]]
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What happens when Sonic gets hit.
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*[[SPG:Rebound]]
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Describing how Sonic bounces off enemies and other destroy-able items.
 
*[[SPG:Underwater]]
 
*[[SPG:Underwater]]
 
How Sonic's abilities change underwater.
 
How Sonic's abilities change underwater.
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How Sonic's abilities change when super.
 
How Sonic's abilities change when super.
 
*[[SPG:Special Abilities]]
 
*[[SPG:Special Abilities]]
Specific abilities such as spindashing, flying, gliding, and elemental shields.
+
Specific abilities such as spindash, flying, gliding, and elemental shields.
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</div>
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<div class="large-3 columns">
 +
===General===
 
*[[SPG:Camera]]
 
*[[SPG:Camera]]
Detailing how the camera follows Sonic.
+
Mechanics of the camera following Sonic.
*[[SPG:Getting Hit]]
 
What happens when Sonic gets hit.
 
*[[SPG:Rebound]]
 
Describing how Sonic bounces off enemies and other destroy-able items.
 
 
*[[SPG:Animations]]
 
*[[SPG:Animations]]
Covering animation frame durations and how & when they appear.
+
Covering how animations play and specific animation timings.
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</div>
 
[[Category:Sonic Physics Guide| ]]
 
[[Category:Sonic Physics Guide| ]]

Revision as of 07:34, 14 December 2020

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 Adobe Flash (Animate), GameMaker Studio 2, or a Clickteam program like Multimedia Fusion 2.

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

Physics Guides

A prerequisite for much of the info on this guide.

Collision

A detailed description of how sloped terrain is constructed, and how objects use sensors to collide with it.

How Sonic moves with momentum over angled surfaces, along with the specific physics for actions such as rolling.

Explaining object hitboxes, solidity, Sonic's hitbox, and other ways objects directly interact with Sonic.

Gameplay

Describing how horizontal inputs control Sonic.

Sonic's jump and acceleration in the air.

Physics and quirks of rolling.

How objects such as rings, enemies, blocks, and springs move around, are constructed, and react to certain situations.

The order of events for objects, including characters.

Specific

How rings disperse when hit.

What happens when Sonic gets hit.

Describing how Sonic bounces off enemies and other destroy-able items.

How Sonic's abilities change underwater.

How Sonic's abilities change when super.

Specific abilities such as spindash, flying, gliding, and elemental shields.

General

Mechanics of the camera following Sonic.

Covering how animations play and specific animation timings.