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Difference between revisions of "Sonic Physics Guide"

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== Physics Guides ==
 
== Physics Guides ==
*[[SPG:Basics]]
+
*[[SPG:Basics|Basics]]
 
A prerequisite for much of the info on this guide.
 
A prerequisite for much of the info on this guide.
*[[SPG:Characters]]
+
*[[SPG:Characters|Characters]]
Basic info about characters such as their varying sizes and jump height, and also detailing how their moves work.
+
Basic info about characters such as their varying sizes and jump height, and also detailing how their specific moves work.
  
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Collision===
 
===Collision===
*[[SPG:Solid Tiles]]
+
*[[SPG:Solid Tiles|Solid Tiles]]
 
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:Solid Objects|Solid Objects]]
 +
Explaining object hitboxes, solidity, the Player's hitbox, and other ways objects directly interact with them.
 +
</div>
 +
<div class="large-3 columns">
 +
===Physics===
 +
*[[SPG:Slope Physics|Slope Physics]]
 
How the Player moves with momentum over angled surfaces, along with the specific physics for actions such as rolling.
 
How the Player moves with momentum over angled surfaces, along with the specific physics for actions such as rolling.
*[[SPG:Solid Objects]]
+
*[[SPG:Air State|Air State]]
Explaining object hitboxes, solidity, the Player's hitbox, and other ways objects directly interact with them.
+
Explaining the Player's physics through the air.
 +
*[[SPG:Running|Running]]
 +
Describing how horizontal inputs control the Player while walking/running.
 +
*[[SPG:Jumping|Jumping]]
 +
The Player's jump physics and how variable jump height is achieved.
 +
*[[SPG:Rolling|Rolling]]
 +
Describing how horizontal inputs control the Player while rolling.
 +
*[[SPG:Getting Hit|Getting Hit]]
 +
What happens when the Player gets hit.
 +
*[[SPG:Rebound|Rebound]]
 +
Describing how the Player bounces off enemies and other destroy-able items.
 +
*[[SPG:Underwater|Underwater]]
 +
How the Player's movements change underwater.
 +
*[[SPG:Super Speeds|Super Speeds]]
 +
How the Player's abilities change when super.
 
</div>
 
</div>
 +
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Gameplay===
 
===Gameplay===
*[[SPG:Running]]
+
*[[SPG:Main Game Loop|Main Game Loop]]
Describing how horizontal inputs control the Player.
 
*[[SPG:Jumping]]
 
The Player's jump and acceleration in the air.
 
*[[SPG:Rolling]]
 
Physics and quirks of rolling.
 
*[[SPG:Game Objects]]
 
How objects such as rings, enemies, blocks, and springs move around, are constructed, and react to certain situations.
 
*[[SPG:Main Game Loop]]
 
 
The order of events for objects, including characters.
 
The order of events for objects, including characters.
 +
*[[SPG:Game Objects|Game Objects]]
 +
How objects such as rings, enemies, blocks, and springs move around, are constructed, and interact with the Player.
 +
*[[SPG:Ring Loss|Ring Loss]]
 +
How rings disperse when hit.
 +
*[[SPG:Special Abilities|Special Abilities]]
 +
General special abilities such as spindashing and elemental shields.
 
</div>
 
</div>
 +
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
 
===Specific===
 
===Specific===
*[[SPG:Ring Loss]]
+
*[[SPG:Camera|Camera]]
How rings disperse when hit.
+
Mechanics of the camera following the Player.
*[[SPG:Getting Hit]]
+
*[[SPG:Animations|Animations]]
What happens when the Player gets hit.
+
Covering how animations play and specific animation timings.
*[[SPG:Rebound]]
 
Describing how the Player bounces off enemies and other destroy-able items.
 
*[[SPG:Underwater]]
 
How Sonic's abilities change underwater.
 
*[[SPG:Super Speeds]]
 
How Sonic's abilities change when super.
 
*[[SPG:Special Abilities]]
 
Abilities such as spindashing and elemental shields.
 
 
</div>
 
</div>
 +
 
<div class="large-3 columns">
 
<div class="large-3 columns">
===General===
+
===Special===
*[[SPG:Camera]]
+
*[[SPG:Overlay Scripts|Overlay Scripts]]
Mechanics of the camera following the Player.
+
Lua scripts which overlay the game in an emulator for an interactive visual of collision.
*[[SPG:Animations]]
 
Covering how animations play and specific animation timings.
 
 
</div>
 
</div>
 
[[Category:Sonic Physics Guide| ]]
 
[[Category:Sonic Physics Guide| ]]

Revision as of 08:22, 8 August 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 specific moves work.

Collision

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

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

Physics

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

Explaining the Player's physics through the air.

Describing how horizontal inputs control the Player while walking/running.

The Player's jump physics and how variable jump height is achieved.

Describing how horizontal inputs control the Player while rolling.

What happens when the Player gets hit.

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

How the Player's movements change underwater.

How the Player's abilities change when super.

Gameplay

The order of events for objects, including characters.

How objects such as rings, enemies, blocks, and springs move around, are constructed, and interact with the Player.

How rings disperse when hit.

General special abilities such as spindashing and elemental shields.

Specific

Mechanics of the camera following the Player.

Covering how animations play and specific animation timings.

Special

Lua scripts which overlay the game in an emulator for an interactive visual of collision.