Nabeel Ansari Posted January 30, 2012 Share Posted January 30, 2012 I believe because of the whole 'we lost the originals source code' excuse that the physics were modeled after Sonic Rush, which of course was nothing like the Genesis games. That's a pretty bad excuse. :/ If you're going after old game feel, you should model old game physics. Unless they were coding it weirdly, all they would've had to do was raise the value of the gravity constant. Floating jumps are caused by a low gravitational pull (or a lower number to subtract from vertical speed). Seriously, it's not hard to just increment the number until it feels a bit stronger. (Unless they're bad programmers and put the number everywhere instead of putting it in a constant) So no, it's not that they couldn't, it's that they didn't want to. Quote Link to comment Share on other sites More sharing options...
Antonio Pizza Posted January 30, 2012 Share Posted January 30, 2012 The first one had Jun Senoue trying to imitate Nakamura's style and not doing particularly well (when Jun himself has made his own fantastic Sonic music; see: Rusty Ruins)... And they thought they could get a "retro" sound by using a crappy compressed drum sample because I REMEMBER THOSE DRUM SOUNDS FROM THE PAST BEST SONGS EVER. I always liked that drum. Quote Link to comment Share on other sites More sharing options...
KyleJCrb Posted January 30, 2012 Share Posted January 30, 2012 You forgot the part where it tried and failed because the people behind Sonic 4 didn't know how to code a damn physics engine. The main problem with Sonic 4 (other than the broken physics) ________________ Quote Link to comment Share on other sites More sharing options...
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