Sonic: Before the Sequel is a clear tribute to the original Sonic games on Genesis. Sonic: Before the Sequel and After the Sequel Image used with permission by copyright holder The best platformers you can play right now.The best Sega Genesis games of all time.If you miss the days when Sonic was at his top speed, here are the best Sonic fan games that can give you the thrill his official games can’t.ĢXKO is the League of Legends fighting game’s title Most give old-school fans more and new takes on what they loved about the old 2D games, but others showed that Sonic really can work in 3D, along with all sorts of other experimental titles we’d never see Team Sonic make officially. Fan works involving the blue hedgehog have flooded the internet for years, with the most impressive being Sonic fan games. Sonic’s reputation quickly spiraled, but his popularity remains arguably as strong as ever. Rather than revert back to what made his first couple of games so good, Sega kept pushing 3D titles, even after they left the console business. Unlike his contemporaries, Sonic wasn’t - and arguably still isn’t - able to find a comfortable footing in the 3D space. Sonic: Before the Sequel and After the Sequel.There are a lot more differences under the hood which would take far too much explaining for this blog - but rest assured, the experience will be accurate, smooth, and very classic. These are just some of the many things being considered. Hope you enjoyed getting a peek behind the curtains at these weird cases and small bugs that had to be addressed in order to make Studio what it needs to be. You will see more about this aspect of the game in the near future. Not only that, all objects react to the water! That's just a couple of the reactions and interaction possibilities this system opens up. It also allows for things like the Bombs from Star Light zone to destroy other objects such as Breakable Blocks. This kind of global interaction required a brand new system created specifically for Sonic Studio, which allows for things like Bridges, Seesaws and Flippers to consider each object that may be on top of them and react accordingly. those possibilities would be rather limited. I want Sonic Studio to be open to many possibilities when designing stages, and if objects could not interact. However, in Sonic Studio every object is aware of every other and (in most cases) all will react to each other. This is because those objects are only Player-seeking when checking for collisions. You may not have considered this before, but objects in the original games don't interact with each other (Unless they are specifically required to, like the puzzle block in Marble zone).īadniks will pass right through Spikes and Springs, lost Rings will fall right through platforms, and objects can't land/walk on Bridges. While solid object collision is recreated with the same method used in these games, all of these issues and more have been addressed and fixed in Sonic Studio. even if you would be able to stand there. Ok it's not too bad, but there are some notable issues.įirstly, if you don't land perfectly above an object, you'll slip off. The underlying logic that reacts to these angles and slopes is the same, however.įor everything perfect about collision with sloped terrain in the original Sonic games, there's something imperfect with object collision. The result of this is that, over time, similar slopes in both the original games and Sonic Studio would move Sonic, and apply physics, slightly differently. In Studio, angles are based directly on the angle of the line. Most notably, in the original games, the angles are pre-calculated for each tile (and aren't always accurate). This causes slight differences even if you were to try and recreate the slopes perfectly. The original games use height mask tiles for terrain collision, while Sonic Studio uses vector lines. There are also more subtle differences to mention regarding slope physics accuracy. Of course, these new checks need to ignore slopes that are steep enough to be walls you'd push against, but with that taken care of, it doesn't get much smoother than this. Using this system, the result is a totally smooth transition every time.
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