http://endgamewastaken.the-comic.org/
http://sketch-armstrong.tumblr.com/
seen from Puerto Rico
seen from United States
seen from Russia

seen from United States
seen from United States
seen from China
seen from United States
seen from United States

seen from United States

seen from United States
seen from Canada
seen from United States
seen from United States

seen from China

seen from France

seen from China
seen from United States

seen from Greece

seen from Armenia
seen from United States
http://endgamewastaken.the-comic.org/
http://sketch-armstrong.tumblr.com/
Hey, you guys looking for a fucking ride? Check out EGWT. It’s going places. http://endgamewastaken.the-comic.org/comics/1
Forgive me if you've answered this already, but is it really "impossible" to get the Genesis physics, for Classic Sonic in the modern games? Maybe not even 100% 1:1, but close enough that you can still do most of the old tricks. The Advance trilogy, level design aside, certainly achieved that, so I'm not following how they can't do it in this.
It is and it isn’t.
It is probably impossible to perfectly emulate the Genesis physics as they originally functioned because of the way slopes had to be programmed in that game. Essentially, the Genesis Sonic games don’t calculate physics in real time (which would be far beyond what the Genesis CPU could handle, most likely). Instead, the surface of every platform is covered in invisible objects that tell the game what angle the slope is.
That kind of trick wouldn’t really work in something like Sonic Forces.
That being said, it is entirely possible to do Classic Sonic physics without that slope system. Sonic Worlds Delta calculates slope angles in real time, and it functions pretty close to the way the Genesis did. Sonic Retro has a whole physics guide where they deconstruct and explain every single aspect of how Classic Sonic works. It’s likely this kind of a guide probably informed how the physics in something like Sonic Mania worked.
Sonic Team, for whatever reason (language barriers, etc.) doesn’t utilize these resources and instead chooses to stumble their way through to a “good enough” end result (that often… isn’t).
The Pen--a fun little exercise: “take something small, and make it appear big.” A shout-out to @sketch-armstrong for telling me about it. Check out his stuff, he’s top-notch.
you should check out aseprite, if you're trying out spriting
Oh! This could be very useful! Thanks for the recommendation!
La sorcière aux cheveux verts, Serenity Marianne Wickerish.
Sally est un personnage original de @sketch-armstrong.
Oh là là!
IT'S COOLGUY. CoOoOoOoOoL GuUuUuUuUuUYYYY!!!!
OH!
Hello there! It’s always great to find most of you guys in here, I hope you’re doing fine.