classic sonic, editable
A celebration of momentum-based 2D Sonic.
Welcome to the home of Sonic Studio, a fan game which puts slopes, loops, tunnels, and pipes at your fingertips.
(WIP & Unreleased)
(WIP & Unreleased)
The original games use a grid of Solid Tiles to build up terrain. Sonic Studio, on the other hand, uses free flowing vector lines to build up terrain. One is more restrictive than the other... but that one is easier to deal with than the other.
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Classic Sonic's physics are pretty Good and they feel Great to play. The attenuation on slopes is Awesome and Outstanding, in fact. Possibly, even Amazing. Sonic Studio is a celebration of this momentum-based 2D Sonic, and in order live up to this I aim for a high degree of accuracy to the original Sonic games on the Sega Genesis/Mega Drive.
The Physics should feel the same, object behaviour should feel the same, and everything else should function as expected. However, there are some differences in Sonic Studio. Some deliberate improvements, but also some incidental changes... In the very first video shown regarding Sonic Studio, there were no objects. No rings, no Springs. I had not even gotten that far in development yet. However, in the second video, one object is shown, a Spring (Spring is placed at 0:35). The Spring was actually the first object added to Sonic Studio.
On a whim, rather than adding multiple premade Spring objects, I added 2 control handles, one that you can drag behind the Spring to rotate it, and one extending forward that you can drag to change it's strength. First properly shown (I think) around 2018 in a Sonic Retro Spotlight post, Spring Yard looked like this: You may notice a few oddities, but I'd like to point out the rough way the terrain is cut off on the bottom edge of the circle, or the left side of the ledge.
How terrain visuals work If you aren't already aware, in Sonic Studio you create terrain by modifying vector shapes - kinda like you would in Adobe Illustrator. This makes a shape a collection of points, which joined together create a shape with edges. Collision with the player object uses these edge vector lines. The game will fill these shapes in with triangles, which can be then be easily drawn to the screen as textured polygons. How Sonic Studio created shape visuals back then (and still does to this day albeit more advanced and appealingly) is to crop a base texture to that shape (such as the checker pattern in GHZ). and then over the top of that add decorations around the edges (based on the edge angle and other factors). These edge graphics typically include things like grass/floors, edge shading, or other kinds of borders. |
AuthorHi, I'm Lewis. I'm a 2D game artist, animator, illustrator, video editor, and game developer.
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