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Sonic Physics Guide

Discussion in 'Fangaming Discussion' started by Lapper, Apr 1, 2021.

  1. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    Fixed! And reworded a little.
    Was left over from way back when the guide always referred to Sonic's speed on the ground as X Speed instead of Ground Speed outside of the original Solid Tiles page (as that was the only page that described that whole system & explained slopes originally)
     
  2. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy, Freedom Planet 2
    Recent additions/changes made:
    • Solid Terrain page added (pretty much what foobles was asking for a few posts back)
      • Acts as a part 2 to Solid Tiles page
        • Where part 1 describes what solid tiles are, part 2 describes how they are used to create complex terrain.
      • Describes collision layer switchers, and touches on sprite priority
        • Shows examples of their use, such as Loops and the weaving Waves in Chemical Plant
      • Will add more explanations related to how certain set-pieces or structures are built from Solid Tiles in future.
    [​IMG][​IMG] [​IMG]
     
    Last edited: Nov 23, 2022
  3. Devon

    Devon

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    Some notes about SolidObject:
    • Horizontal collision is considered active when Sonic is inside the object, and also when the distance between the object centers is EQUAL to the minimum distance (when he's just resting up against the object, and not necessarily in it).
    • Sonic CD did make a change to the above by making it so that Sonic must be inside of the object to activate collision... at least when Sonic is right of the object. It's still the same logic as before if he's left of it instead.
      • This in particular has an effect on a monitor's solid collision, where it can be considered 1 pixel larger than the destruction hitbox. Sonic can rest up against the left side of the monitor, even in a ball, and not destroy it. This is not the case when rolling into the right side, where Sonic must be partially inside for the collision to activate, and by then, the destruction hitbox will also be collided with.
    • Vertical collision is uses the same logic as with Sonic CD's horizontal collision check, even in Sonic 1, just replace "left" with "above", and "right" with "below".
    • In either case, in an event where the the distance is equal to the minimum distance needed, and collision is activated, you don't really see it anyways, because it shifts Sonic out of the object by... 0 pixels!