If you move into the back side of a boundary facing in any direction, once it passes the middle of the camera, the camera will begin to slide into...
Introducing Stage Boundaries [MEDIA] Good question, I do have an accurate Sonic 1 special stage recreation cooked up, but currently no concrete...
Yeah! The fake GHZ wall has too large a height radius (8 extra pixels on the top and bottom) for its collision Edge_Solid: ; Routine 2...
I can't see the original image of the bug so I am just here assuming this is the 1px misalignment when pushing leftwards thing - if so, I actually...
It does indeed, it uses the same code as Oil Ocean, but modified a bit. ; Sonic 3 sinking mud code ObjMGZMud_Main: ; check player 1...
Hidden Solid Objects I want shine a spotlight on some of the various different types of solid objects that get hidden or disguised in walls in...
[ATTACH] In Sonic 1, when he lands on it the button does move down 8 pixels so that it appears pressed, however it seems like they gave up on any...
Looks like you nailed the object pushing collision then! That's very satisfying tbh, love it. I decided to apply the same X flip alignment fix to...
It certainly is only visual for the terrain! The object stuff is the only thing that overcomplicates this issue, annoyingly. And yeah that fix is...
That's what I took it to mean More solid object slander - Pushing Is Uneven Note: This is yet another 1px misalignment explanation, but it has...
That's a great question. Complex reasons behind this one too. I've covered the S1 Push Block mechanics on the Sonic Physics Guide, but writing...
Landing on objects is very weird (part 2) A related observation to those above, the "slipping over corners while landing on objects" issue allows...
I definitely agree, it does make sense from a realistic physics perspective. What makes it inconsistent and potentially annoying is that this...
Absolutely, It's surprising something like that wasn't sorted in Sonic 2 when I can only imagine it adds extra dev time in the long run to...
A thread for highlighting intriguing collision/physics/gameplay mechanics from the classic genesis games that deserve special attention because...
This! If I had infinite free time (or if making fangames was a job lol), this would be long done by now. Free time has been gradually less and...
Depends what aspects you want to have 1:1! If you mean the way things collide, move, and animate, then they do exist. The Sonic Physics Guide...
You don't need to do this! [IMG] [IMG] Tiles that are flat with no slope are typically "flagged" (more info), which means they essentially have...
I haven't looked deeply into it, but from a quick skim I believe they just reverse their X Speeds when hitting a wall and also reverse Y Speed...
Couple recent music and theme reveals: [MEDIA] [MEDIA]
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