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Difference between revisions of "Sonic Physics Guide"

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(Physics Guides: New page)
m (Changing "Sonic" to "the Player")
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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.
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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.
  
 
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.
 
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.
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A detailed description of how sloped terrain is constructed, and how objects use sensors to collide with it.  
 
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 angled surfaces, along with the specific physics for actions such as rolling.
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How the Player 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.
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Explaining object hitboxes, solidity, the Player's hitbox, and other ways objects directly interact with them.
 
</div>
 
</div>
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Gameplay===
 
===Gameplay===
 
*[[SPG:Running]]
 
*[[SPG:Running]]
Describing how horizontal inputs control Sonic.
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Describing how horizontal inputs control the Player.
 
*[[SPG:Jumping]]
 
*[[SPG:Jumping]]
 
Sonic's jump and acceleration in the air.
 
Sonic's jump and acceleration in the air.
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How rings disperse when hit.
 
How rings disperse when hit.
 
*[[SPG:Getting Hit]]
 
*[[SPG:Getting Hit]]
What happens when Sonic gets hit.
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What happens when the Player gets hit.
 
*[[SPG:Rebound]]
 
*[[SPG:Rebound]]
Describing how Sonic bounces off enemies and other destroy-able items.
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Describing how the Player 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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===General===
 
===General===
 
*[[SPG:Camera]]
 
*[[SPG:Camera]]
Mechanics of the camera following Sonic.
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Mechanics of the camera following the Player.
 
*[[SPG:Animations]]
 
*[[SPG:Animations]]
 
Covering how animations play and specific animation timings.
 
Covering how animations play and specific animation timings.
 
</div>
 
</div>
 
[[Category:Sonic Physics Guide| ]]
 
[[Category:Sonic Physics Guide| ]]

Revision as of 15:32, 31 March 2021

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.

Basic info about characters such as their varying sizes and jump height, and also detailing how their moves work.

Collision

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

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

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

Gameplay

Describing how horizontal inputs control the Player.

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 the Player gets hit.

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

How Sonic's abilities change underwater.

How Sonic's abilities change when super.

Abilities such as spindashing and elemental shields.

General

Mechanics of the camera following the Player.

Covering how animations play and specific animation timings.