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Difference between revisions of "Sonic Physics Guide"

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== Physics Guides ==
 
== Physics Guides ==
*[[SPG:Basics|Basics]]
+
'''[[SPG:Basics|Basics]]'''
Common variables, how angles work, how precise values for positions and speeds work, how object sizes are displayed, and more. A prerequisite for much of the info on this guide.
+
:A prerequisite for much of the info on this guide, including common variables, how angles work, how precise values for positions and speeds work, how object sizes are displayed, and more.
*[[SPG:Characters|Characters]]
+
:*[[SPG:Basics#Positions|''Positions'']]
Constants, variables and info about specific characters such as their varying sizes and jump height, and also detailing how their specific moves work.
+
:*[[SPG:Basics#Angles|''Angles'']]
 +
:*[[SPG:Basics#Variables|''Variables'']]
 +
 
 +
'''[[SPG:Characters|Characters]]'''
 +
:Information about specific characters and their constants, variables, their varying sizes and jump height, and also detailing how their specific moves work.
 +
:*[[SPG:Characters#Sonic|''Sonic'']]
 +
::*[[SPG:Characters#Drop_Dash_.28Mania.29|''Drop Dash'']]
 +
::*[[SPG:Characters#Dash_.28Super_Peel_Out.29|''Super Peel Out'']]
 +
::*[[SPG:Characters#Insta-Shield|''Insta-Shield'']]
 +
:*[[SPG:Characters#Tails|''Tails'']]
 +
::*[[SPG:Characters#Flying|''Flying'']]
 +
:*[[SPG:Characters#Knuckles|''Knuckles'']]
 +
::*[[SPG:Characters#Gliding|''Gliding'']]
 +
::*[[SPG:Characters#Climbing|''Climbing'']]
  
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Collision===
 
===Collision===
*[[SPG:Solid Tiles|Solid Tiles]]
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'''[[SPG:Solid Tiles|Solid Tiles]]'''
A detailed description of how sloped terrain is constructed and detected.  
+
:A detailed description of how sloped terrain is constructed and detected.  
*[[SPG:Slope Collision|Slope Collision]]
+
:*[[SPG:Solid Tiles#Sensors|''Sensors'']]
''Slopes Part 1:'' How the Player object uses its sensor arrangement to detect and react to Solid Tiles and slopes.  
+
 
*[[SPG:Solid Objects|Solid Objects]]
+
'''[[SPG:Slope Collision|Slope Collision]]'''
Explaining object hitboxes, object solidity, the Player's hitbox, and other ways objects directly interact.
+
:''Slopes Part 1:'' How the Player object uses its sensor arrangement to detect and react to Solid Tiles and slopes.  
 +
:*[[SPG:Slope Collision#The_Player.27s_Sensors|''The Player's Sensors'']]
 +
:*[[SPG:Slope Collision#Sensor_Activation|''Sensor Activation'']]
 +
:*[[SPG:Slope Collision#Floor_Sensors_.28A_and_B.29|''Floor Sensors (A and B)'']]
 +
:*[[SPG:Slope Collision#Ceiling_Sensors_.28C_and_D.29|''Ceiling Sensors (C and D)'']]
 +
:*[[SPG:Slope Collision#Wall_Sensors_.28E_and_F.29|''Wall Sensors (E and F)'']]
 +
 
 +
'''[[SPG:Solid Objects|Solid Objects]]'''
 +
:Object hitboxes, the Player's hitbox, object solidity, platforms, and other ways objects directly interact with other objects.
 +
:*[[SPG:Solid Objects#Object Hitboxes|''Object Hitboxes'']]
 +
:*[[SPG:Solid Objects#Solid Objects|''Solid Objects'']]
 +
:*[[SPG:Solid Objects#Sloped Objects|''Sloped Objects'']]
 +
:*[[SPG:Solid Objects#Jump Through Platforms|''Jump Through Platforms'']]
 +
:*[[SPG:Solid Objects#Pushable Blocks|''Pushable Blocks'']]
 
</div>
 
</div>
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Physics===
 
===Physics===
*[[SPG:Slope Physics|Slope Physics]]
+
'''[[SPG:Slope Physics|Slope Physics]]'''
''Slopes Part 2:'' How the Player moves with momentum over angled surfaces, and collides with extreme slopes such as walls and ceilings.
+
:''Slopes Part 2:'' How the Player moves with momentum over angled surfaces, and collides with extreme slopes such as walls and ceilings.
*[[SPG:Air State|Air State]]
+
:*[[SPG:Slope Physics#Moving At Angles|''Moving At Angles'']]
Explaining the Player's physics through the air.
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:*[[SPG:Slope Physics#Switching Mode|''Switching Mode'']]
*[[SPG:Running|Running]]
+
:*[[SPG:Slope Physics#Falling and Slipping Down Slopes|''Falling and Slipping Down Slopes'']]
Describing how horizontal inputs control the Player while walking/running.
+
:*[[SPG:Slope Physics#Landing On The Ground|''Landing On The Ground'']]
*[[SPG:Jumping|Jumping]]
+
 
The Player's jump physics and how variable jump height is achieved.
+
'''[[SPG:Air State|Air State]]'''
*[[SPG:Rolling|Rolling]]
+
:Horizontal input & general physics of the Player while they are in the air.
Describing how horizontal inputs control the Player while rolling.
+
 
*[[SPG:Getting Hit|Getting Hit]]
+
'''[[SPG:Running|Running]]'''
What happens when the Player gets hit.
+
:Horizontal input & general physics of the Player while walking/running.
*[[SPG:Rebound|Rebound]]
+
 
Describing how the Player bounces off enemies and other destroy-able items.
+
'''[[SPG:Jumping|Jumping]]'''
*[[SPG:Underwater|Underwater]]
+
:Jump physics, jumping at angles, and how controllable jump height is achieved.
How the Player's movements change underwater.
+
 
*[[SPG:Super Speeds|Super Speeds]]
+
'''[[SPG:Rolling|Rolling]]'''
How the Player's abilities change when super.
+
:Horizontal input & general physics of the Player while rolling.
 +
 
 +
'''[[SPG:Getting Hit|Getting Hit]]
 +
:What happens when the Player gets hit.
 +
 
 +
'''[[SPG:Rebound|Rebound]]'''
 +
:The Player's physics bouncing off enemies and other destroy-able items.
 +
 
 +
'''[[SPG:Underwater|Underwater]]'''
 +
:The Player's physics underwater.
 +
 
 +
'''[[SPG:Super Speeds|Super Speeds]]'''
 +
:The Player's abilities when super.
 
</div>
 
</div>
  
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Gameplay===
 
===Gameplay===
*[[SPG:Main Game Loop|Main Game Loop]]
+
'''[[SPG:Main Game Loop|Main Game Loop]]'''
The order of events for objects, including characters.
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:The order that objects update each frame, and order of specific events like Player collision and movement.
*[[SPG:Game Objects|Game Objects]]
+
 
How objects such as rings, blocks, and springs move around, are constructed, and interact with the Player.
+
'''[[SPG:Game Objects|Game Objects]]'''
*[[SPG:Game Enemies|Game Enemies]]
+
:Mechanics and sizes for things like rings, pushable blocks, buttons, and springs. How they are constructed, function, and interact with the Player.
Describing how objects such as enemies and bosses behave, collide, and interact with the Player.
+
 
*[[SPG:Ring Loss|Ring Loss]]
+
'''[[SPG:Game Enemies|Game Enemies]]'''
How rings disperse when hit.
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:Badnik and bosses behaviour, collision, and specific interaction with the Player.
*[[SPG:Special Abilities|Special Abilities]]
+
:*[[SPG:Game Enemies#Sonic 1 Enemies|''Sonic 1 Enemies'']]
General special abilities such as spindashing and elemental shields.
+
 
 +
'''[[SPG:Ring Loss|Ring Loss]]'''
 +
:Ring dispersal mechanics and physics when lost.
 +
 
 +
'''[[SPG:Special Abilities|Special Abilities]]'''
 +
:General special abilities such as spindashing and elemental shields.
 +
:*[[SPG:Special_Abilities#Spindash_.28Sonic_2.2C_3.2C_.26_K.29|Spindash]]
 +
:*[[SPG:Special_Abilities#Shield_Abilities_.28Sonic_3_.26_K.29|Shield Abilities]]
 
</div>
 
</div>
  
 
<div class="large-3 columns">
 
<div class="large-3 columns">
===Specific===
+
===Presentation===
*[[SPG:Camera|Camera]]
+
'''[[SPG:Camera|Camera]]'''
Mechanics of the camera following the Player.
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:Camera mechanics when following the Player.
*[[SPG:Animations|Animations]]
+
 
Covering how animations play and specific animation timings.
+
'''[[SPG:Animations|Animations]]'''
 +
:Animations system, and specific animation timings & rules.
 +
:*[[SPG:Animations#Animation_System|Animation System]]
 +
:*[[SPG:Animations#Variable Speed Animation Timings|Variable Speed Animation Timings]]
 +
:*[[SPG:Animations#Normal Animation Timings|Normal Animation Timings]]
 +
:*[[SPG:Animations#Animation Rules|Animation Rules]]
 
</div>
 
</div>
  
 
<div class="large-3 columns">
 
<div class="large-3 columns">
 
===Special===
 
===Special===
*[[SPG:Overlay Scripts|Overlay Scripts]]
+
'''[[SPG:Overlay Scripts|Overlay Scripts]]'''
Lua scripts which overlay the game in an emulator for an interactive visual of collision.
+
:Lua scripts which overlay the game in an emulator for an interactive visual of collision.
 +
:*[[SPG:Overlay_Scripts#Sonic_1_Overlay|Sonic 1 Overlay]]
 
</div>
 
</div>
 
[[Category:Sonic Physics Guide| ]]
 
[[Category:Sonic Physics Guide| ]]

Revision as of 12:22, 25 February 2022

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

Basics

A prerequisite for much of the info on this guide, including common variables, how angles work, how precise values for positions and speeds work, how object sizes are displayed, and more.

Characters

Information about specific characters and their constants, variables, their varying sizes and jump height, and also detailing how their specific moves work.

Collision

Solid Tiles

A detailed description of how sloped terrain is constructed and detected.

Slope Collision

Slopes Part 1: How the Player object uses its sensor arrangement to detect and react to Solid Tiles and slopes.

Solid Objects

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

Physics

Slope Physics

Slopes Part 2: How the Player moves with momentum over angled surfaces, and collides with extreme slopes such as walls and ceilings.

Air State

Horizontal input & general physics of the Player while they are in the air.

Running

Horizontal input & general physics of the Player while walking/running.

Jumping

Jump physics, jumping at angles, and how controllable jump height is achieved.

Rolling

Horizontal input & general physics of the Player while rolling.

Getting Hit

What happens when the Player gets hit.

Rebound

The Player's physics bouncing off enemies and other destroy-able items.

Underwater

The Player's physics underwater.

Super Speeds

The Player's abilities when super.

Gameplay

Main Game Loop

The order that objects update each frame, and order of specific events like Player collision and movement.

Game Objects

Mechanics and sizes for things like rings, pushable blocks, buttons, and springs. How they are constructed, function, and interact with the Player.

Game Enemies

Badnik and bosses behaviour, collision, and specific interaction with the Player.

Ring Loss

Ring dispersal mechanics and physics when lost.

Special Abilities

General special abilities such as spindashing and elemental shields.

Presentation

Camera

Camera mechanics when following the Player.

Animations

Animations system, and specific animation timings & rules.

Special

Overlay Scripts

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