Author Topic: Sonic Physics  (Read 20248 times)

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Offline willrandship

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Re: Sonic Physics
« Reply #45 on: November 07, 2010, 08:32:02 pm »
The original had you lose 20 rings, that's a lot of new objects. you could reduce the dropped rings to 10, like some later games do, and reduce the strain

Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #46 on: November 07, 2010, 08:50:30 pm »
In the SMS version, you don't see any link loss animation it seems, maybe you could just have like 4 rings being lost even if you lose 10?

Offline Madskillz

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Re: Sonic Physics
« Reply #47 on: November 07, 2010, 09:07:07 pm »
I think it was 4 no matter how many you had...I think digi had Sonic dropping the actual number of rings you had. As a test he had 100 dropping and bouncing around it was pretty crazy. I think we decided on 4 or 5...I dont think we went with 10 but of course I know we talked about it at one time.

After seeing that speed of Runer's tilemapper and Builderboys physics...I definitely think an Axe version of Sonic can be done.  However I know of a few things that we had planned for the ASM Sonic and a few ideas that I know I would like to see, that just wouldnt be possible with Axe. Right now at least.

It is a huge project, but I think there are a ton of talented people that are extremely talented with Axe that could definitely pull off a version.

Offline Builderboy

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Re: Sonic Physics
« Reply #48 on: November 07, 2010, 09:16:25 pm »
Well i for one am definitely not planning to make sonic (kudos to anybody who wants to pick it up, feel free to use my physics), i just want to be able to move around a smoothscrolling map ^^

Also Madskills, how far did the physics for the sonic project get?  I'm curious ;D

Offline DJ Omnimaga

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Re: Sonic Physics
« Reply #49 on: November 07, 2010, 11:49:55 pm »
I think it was 4 no matter how many you had...I think digi had Sonic dropping the actual number of rings you had. As a test he had 100 dropping and bouncing around it was pretty crazy. I think we decided on 4 or 5...I dont think we went with 10 but of course I know we talked about it at one time.

After seeing that speed of Runer's tilemapper and Builderboys physics...I definitely think an Axe version of Sonic can be done.  However I know of a few things that we had planned for the ASM Sonic and a few ideas that I know I would like to see, that just wouldnt be possible with Axe. Right now at least.

It is a huge project, but I think there are a ton of talented people that are extremely talented with Axe that could definitely pull off a version.
Also, since this is a small 96x64 resolution, I don't think having an animation where 10 rings drops instead of 30 would make much of a difference, though, since the screen would either get cluttered or most rings would go outside.

Offline Madskillz

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Re: Sonic Physics
« Reply #50 on: November 08, 2010, 03:54:10 pm »
I had sonic rolling off of ramps and slopes of various degrees. But that was working off of Digi's older 82 assembly code. In his later versions I'm pretty sure he had sonic going around loops. I remember we ran into an issue with the loops though. Early on the degree of the loop's starting position had to be modified. But I think we had that all worked out. Each of the coins had their own physics too. They would bounce around the screen. They were their own individual objects. I think he used some of that in Robot War 2. You can see some of the objects that the main character has bounce around when he drops them from his item list.

But your physics look really good. With those actual values from the site, we could craft the physics to be identical to the original. Which I know ours were not. I have been getting back into assemble here off and on during the wee hours of the night. I havent worked on Sonic again yet, but I am working on some stuff.

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Re: Sonic Physics
« Reply #51 on: November 08, 2010, 03:58:10 pm »
Yeah the loops looks like they would be hard to implement, especially jumping physics. For sure, Sonic's physics are much more complex than Mario.

Offline Builderboy

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Re: Sonic Physics
« Reply #52 on: November 30, 2011, 07:54:52 pm »
Rawr!  I recently thought this would be really awesome if I implemented smoothscrolling!  So I implemented it!  Yayyy! I did run into some issues because my old code was kind of buggy (and there are still some very prominent bugs in this demo) but I managed to get it into a workable state nonetheless!  I used Runer's old shifting smoothscroller, and it ended up working very nicely!  To play you will need Program Axe and the appvar S in RAM, then run the Axe program, use the arrow keys and 2nd to move around and jump!

During the development, I became so frustrated with my old code that I switched to using Chainfire physics, which worked perfectly!  The downside was that you no longer got the same feeling you got when using the sonic physics.  So I switched back to sinic physics to keep the cool fun feeling while, and tolerated the occasional collision bug ^^

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Re: Sonic Physics
« Reply #53 on: November 30, 2011, 08:00:42 pm »
That looks amazing.  It looks like you could make a game out of it now; excellent job, Builder.

What happens if a bug is triggered?

Offline Builderboy

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Re: Sonic Physics
« Reply #54 on: November 30, 2011, 08:03:07 pm »
Mostly the ball just gets stuck or zooms in a weird direction, usually does not crash the game, but it can be a bit annoying.  As for making this a game, I'm done dealing with this old buggy code, if someone wan'ts to use it, they can go ahead :P

Offline annoyingcalc

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Re: Sonic Physics
« Reply #55 on: November 30, 2011, 08:25:37 pm »
Nice! That is incredible
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Re: Sonic Physics
« Reply #56 on: November 30, 2011, 10:18:24 pm »
Awesome! Looks sweet.
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Offline aeTIos

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Re: Sonic Physics
« Reply #57 on: December 01, 2011, 03:02:50 am »
This looks great.
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Offline Hayleia

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Re: Sonic Physics
« Reply #58 on: December 01, 2011, 12:33:01 pm »
Please, someone. Please tell me that this game will be done !!!!
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Re: Sonic Physics
« Reply #59 on: December 01, 2011, 12:36:35 pm »
I lost it.
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