I Made Sonic the Hedgehog but it's 3D
Вставка
- Опубліковано 15 січ 2021
- I Made Sonic the Hedgehog but it's 3D. . . I played the original Sonic the Hedgehog games all the time while I was growing up, and wanted to see what it would look like if it was remade as a 3D game. In this video, I recreated the Green Hill Zone level.
Also, I realized after finishing the video that Sonic Adventure 2 Battle did something similar, but I didn’t realize this because in order to play that level, apparently you needed to 100% the game with all A ranks. So uh, yeah I didn’t know that. Although some things do seem a little different in that version compared to the original.
-----
Patreon: / codycanteatthis
GamerSupps: Use code "CantDrinkThis" to save 10% on all orders!
gamersupps.gg/CantDrinkThis
-----
Second Channel: / codycanteatthistoo
Twitch: / codycanteatthis
-----
3D Models Used:
Classic Sonic - clwent:
sketchfab.com/3d-models/anima...
GoalPost, Chopper, Crabmeat, Motobug, Buzz Bomber - blacktailsthefox:
sketchfab.com/3d-models/sonic...
sketchfab.com/3d-models/sonic...
sketchfab.com/3d-models/sonic...
sketchfab.com/3d-models/sonic...
sketchfab.com/3d-models/sonic...
Palm Tree - Anna Vidal (Milaein):
sketchfab.com/3d-models/low-p...
CRT Monitor - James.Harness:
sketchfab.com/3d-models/crt-m...
Sunflower -Ingenuitee:
sketchfab.com/3d-models/sunfl...
Lowpoly Log - Aullwen:
sketchfab.com/3d-models/lowpo...
Totem - themanyone:
sketchfab.com/3d-models/totem...
Spring - shahrukh7587:
sketchfab.com/3d-models/sprin...
Rock - Bull studios:
sketchfab.com/3d-models/styli...
Grass - cameronac:
sketchfab.com/3d-models/grass...
Purple Flower - anyaachan:
sketchfab.com/3d-models/low-p...
-----
Music:
"Voxel Revolution", "Cyborg Ninja", "Mega Hyper Ultrastorm", "Getting it Done"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
creativecommons.org/licenses/b... - Розваги
A solution for when Sonic enters a tunnel: The terrain around him becomes transparent, except for the tunnel, and you can see Sonic rolling through it.
That seems rather difficult.
Yeah that does sound hard
Just shift the camera and lock it to a 2D perspective until he leaves the tunnel, and leave the side view as it is in the original game. There's a reason Sega likes camera locking in modern 2.5D Sonic games, it's efficient. (And cinematic, to a degree.)
@@alansmithee419 Simple solution: Make the ground in front of the tunnel be transparent when a camera raycast touches it, and lock the camera to the side when Sonic is in a tunnel.
Not so simple solution: Use the ego perspective for as long as Sonic is in the tunnel. This trick was used in the Trackmania series, but also in many other games.
"Green Hill Zone Act 1 is such an iconic stage, that even Sega decided to remake it in Generations."
I think you're missing a couple hundred other games after Generations there
i mean dont saga remake green hill in every sonic game lol
And mania
Haha nice
The mobile games
@@mr_floax no there just the same game on a different system l
I’m the guy who made put this model on sketch fab… Thanks Cody! I changed my UA-cam account name to Goofy
This looks very similar to the secret Green Hill level in Sonic Adventure 2 that you can unlock by getting all badges in all of the stages.
huh?
@@jasminewalker999read
@@DanialDEcoolRight. Abrar explained it pretty damn clearly 😂
Exactly what I was gonna say
I like how at the end of the level, Sonic just ends it all
"Now that I have finished the level... What's the point?"
That's why it's called the END
Yeah he just falls of the universe
@@justNexi NOTHING IM GOING TO DIE IVE MADE UP MY MIND
He knew what was gonna happen in the future.
The first thing I noticed is that this controls more like Mario than Sonic.
In a real Sonic game, Sonic would first have to build up speed for a few seconds before he goes really fast.
This version is missing the Momentum which is important for every Sonic game.
True
Sonic Robo Blast 2
That mechanic also exists in 2D Mario, it's just less noticeable
@@Unkn0wn_189 lol
@@Unkn0wn_189 lol
I like how sonic is unaware of the water ahead and just drowns no matter what
Maybe for the ring problem, you can turn off the hitbox for the rings and then just launch them in a random direction, but in the middle of their launch, turn on their hitbox so they can land on the ground
That is what I thought
@@shrekrules444no you most likely didn’t
exactly
@@zillaproduction4063 , programmers deal with problems like these all the time
@@zillaproduction4063 I did
@@shrekrules444 whatever u say
Solution for ring lag:
In the original games, sonic players will remember that if you get hit, you drop all your rings. They'll ALSO remember that the max ring drop limit is 20. So if you only have 4 rings you drop them all. But if you have 50 rings, sonic only drops 20 and the other 30 are gone.
A solution to keep all the rings would be how Minecraft handles stacks of items. Rather than tons of individual items they merge into groups. So if you dropped 80 rings, they could spawn 20 special rings worth 4 rings each. So if you dropped 24 rings, 4 of the 20 rings would be worth 2 rings, etc... They could have a visual cue to show which rings are worth more. (more sparkly or something)
Calculating the rings is pretty simple. Just calculate for all 20. Any worth 0 don't get spawned.
int base, spare = count/20, count%20;
for(int i=0; i
In addition, the ring-on-ring collision model scales in polynomial time. If anyone reading this hasn't taken an algorithms/computational complexity class, let's just say that as you increase the number of rings spawned in close to each other, the number of collisions that has to be calculated goes up by the square of the number of rings: Collisions to calculate = n(n-1)/2, n being the number of rings. So ten rings require 45 collisions to be calculated initially, and 100 rings requires 4,950 collisions. If the collision logic is disabled between each ring, and the rings are programmed to fan out in a fixed pattern/distribution, you can spawn all the rings without getting bogged down in the collision logic, and replicate the "flowering" ring pattern you got in original Sonic, where the rings didn't collide with each other.
@@eddievhfan1984 That's what I was thinking as well, but I'm not sure if it's possible in Unity: disable ring-to-ring collisions. You lose some physics but I doubt anyone would notice.
Also, rings cannot be collected when they spawn. So you disable collision before spawning, spread them around sonic and after a time, you reenable collison.
Plus, you need collision only for Sonic to collect them, as every ring is either spawned in place or spread around when Sonic gets hit. So you just have to track collision between Sonic and the rings (distance collision).
"Sonic enthusiast" is overselling it a bit; most people who've played Sonic even once would know that, to be perfectly fair.
In most Sonic games, when he gets hit, no matter how many he had, he only drops 10-20 rings. If you could code that in, it would both be more accurate and save on resources
Well that's mostly in the modern sonic games
@@theipat2951 no, even in the classics. The rest would fly offscreen and despawn
@@SentinelHirsc Well you're still left with zero rings and they drop around 32-38 rings in the classics. They don't despawn they're just not there
No, I’ve played the classics multiple times, you drop every single ring no matter how many rings you have.
Yep. They just don't show over 100 to stop the lag. I'm a person whose played all the classics
The ring issue is simple, just set a rule where rings can't collide with other rings. When interacting with other rings just do the engine's version of the ignore collision function. Another option would be to script it so collision detection is enabled 200-500ms after spawn.
For the rings, You can make a limit of the amount of rings are spawned. For example if the limit was 30, even though there could be more than 30 rings on the counter the limit will spawn only 30 rings.
When Sonic gets hurt, spawn a maximum of 20 rings or so. That's how it usually works in the games.
I was thinking he makes a separate placeholder ring without collision that replaces with the real rings after from the pool
If he's trying to make a faithful recreation, then limiting the rings would be a good way to mitigate the issue.
Other than that, there's also "Combine Rings" in later games (It was introduced in Chaotix, but I guess Sonic Mania popularized it) which basically combine your rings into a lesser amount of larger rings.
Damn, I just said the same thing, lol
It’s not 20 it’s 38 or 39.
@@lazolad It depends on the game. I've usually seen about 20.
In Sonic Adventure 2's version of Green Hill, the tunnels look like they're carved into the wall and the camera automatically moves to a side-view when entering them. Maybe they can function similarly in this recreation.
That would work
Or he can make it like some Mario games where if you enter a cave or building, that part of the level shows you a "bisected" view so that you can see what happens inside
😂
Ghgghhg
4:02 what you could've done is made the tunnel appear on the wall like the wall is invisible so you see Sonic running through it. It might even be with small transparrent squares similar to how in Mario Oddysey if something goes into the camera or if something gets too close
Wait what !That was amazing!Good work ! It's like sonic the hedgehog but it's 3d!
“The remade green hill lacked the 3d dimension”
Green hill act 2 and sonic adventure 2 unlockable green hill: “am ima joke to u?
"am ima"
ya forgot sonic utopia
@@shugaurushugs7923 that’s a fan game, he be talking about offical ones
@@ThunderStormFortnite Mistakes happen, bro.
Ya forgot That One Sonic Game With The Classic Sonic And The Modern Sonic On PS4 And 3DS
If the lag spike is being caused by the rings colliding with each other, you could probably just make it so the rings can't collide with each other, but can still collide with other objects.
Yeah, unity actually has an ability to do that, physics layers or matrix, i dont remember the name, but idea is to let objects on a certain layer collide only with player while objects on the other layer can collide with everything
Yes you can make is so rings won't collide with each it. And if you need the rings to collide with it each, you could disable the collision only for the first second after spawn, and reenable again
The actual term for this is layer based collision detection. its actually relatively straight forward to setup. I'll leave a link to its documentation docs.unity3d.com/Manual/LayerBasedCollision.html
I was just thinking about that.
The lag spike also happens on sonic the hedgehog 2 switch version if you get hit and collide with a lot of rings idk why it is most visible on aquatic ruin zone
8:22 so were gonna ignore how the buzz bomber almost killed the other buzz bomber 😭
This is awesome!!! You should do chemical plant next
Me:sees the loop physics
Also me: OH GOD ITS '06 AGAIN
NO ITS SONIC 4 AAHHH
SONIC 064!!
SONIC 4
Sonic 06 wasn’t even that bad..
@@dcomicsxx in terms of story and music, no, but in gameplay, uh, yeah its bad
I like how when sonic finishes, he just runs into the water
"Yeah! Act 1 completed!"
*proceeds to drown*
"Aw yeah! Act one completed! Now its time to drown myself for I have no purpose in life but to run!"
reminds me of metal harbor from sa2 lmao
i mean labyrinth one was considered to be the next zone after greenhill, so...
@@MackenziiRivers No it's Marble and Spring Yard Zone and then Labyrinth.
Impressive, recommendation, having a bit of inspiration on the Sonic Adventure 2's layout one, just on stuff that couldve helped you visualize stuff. Impressive work still
for the rings add a ring limit and for the loopy loops add a trigger that lowers gravity
I think this shows why the homing attack exists
Yeah
I came to a similar conclusion when I managed to play Classic Sonic in Modern Sonic's levels during a modded Generations session. Trying to hit enemies just to get to a spring in Modern Seaside Hill was next to impossible without a homing attack. You really don't notice how much you take newer mechanics for granted in a game until they're taken away from you.
@Biggles! I ought to have used SRB2 as an example instead. Sonic Team Jr put their hearts and souls into expertly crafting that game around 6 different characters as of the latest version. Sonic in that game doesn't even need a homing attack, since the controls are floaty enough that you can land a lot of tricky jumps and don't overshoot or undershoot your jumps.
In retrospect, my previous example wasn't a particularly good one. Classic Sonic in Modern Sonic's levels is obviously going to be a problem, as the levels are designed for modern sonic and his moveset.
@@bumly7149 6 characters now? Wow, I should go back and play it
@@JerseyDevils21 I'd tell you who the extra three characters are, but I don't want to spoil the surprise :D
Ring problem: Assign the ring collision to its own physics layer, and then set that layer to not collide with other objects on the same layer. The rings won't check collisions with each other, only the world, sonic (and enemies if that's enabled too). Bam, collision issue solved ;)
Pipe problem: You could make Sonic follow some path inside the pipes, and use a shader to show a semi-transparent Sonic through the world geometry. While this is happening, the camera animates around the terrain while looking at Sonic, sidestepping the camera-colliding-with-terrain issue (This tends to be what the official Sonic games do for things like loops too - temporarily take control away from the player when they're currently doing something they don't have any/much control over). Then you can see Sonic do all his crazy motion through the world without any camera troubles.
I was just about to comment the ring problem when I noticed your comment!
wow I read this after writing mine and the ring problem I didn't have a better one but I thought of the tunnels just forgot and the pipes I have a different idea
I wanted to see what the ring problem was so nice
What the original 2D sonic games did (and I assume others too) was just only spawn in 32 rings at most when Sonic gets hurt.
@@Captain-Waffles 20 max, and you would still have the underline issue of the collisions it would be to a lesser extent
I think the level should be made a bit bigger so that the loop looks more imposing and you can't just skip it easily that would also help with the speed issue.
"Something was still lacking in the remake in Generations, and that is... *The Third Dimension™"*
My man, may I introduce you to Green Hill Zone, act 2?
All jokes aside, this looks pretty neat! Glad this got recommended to me!
Sonic: [stands still on the ceiling of the loop]
Me: [“Sonic goes for a walk” flashbacks]
Sonic 4
@@TheOneGaming0 nah sonic 06
@@EkoPrasetio both
@@pinkertonbyweezer nah sonic 4 doesnt let u stand on the ceiling
@Rëápērš Îñ Thé Dårk but not the ceiling
Hey, CLWEnt here! The guy who uploaded that model to sketchfab! The story behind that model and the fact it had all the animations is a neat one, so lemme spin ya a little yarn.
So, from 2019 to 2020, I worked on the Sonic Runners Revival project (which is still going on to this day, proud of them) as a graphic designer for new events and event images. So to get a start, I tried working with models from the game, as well as models from other Sonic games (theres a ton of models on there that are still drafts, and as such, not public.) that I could modify and use in my event images. This includes the Classic Sonic model you used in the video, which I modified and used for the Sonic 3 event image.
But how did I get the model complete with the animations? I'll tell you. So in the earlier days of the project, a member of the team (who's name I cannot remember, this was two years ago and I believe they left early on, I could be wrong) decompiled and dumped all the assets of the game for the team to check out and use if they wished to. And being the lead graphical designer at the time, I had a field day and a half XD. But the decomp was *huge* and a pain to navigate through, so I just took the things I needed and put them in easier places to access, like Google Drive or in this model's case, Sketchfab.
I don't work on SRR anymore, I retired late last year, they've gotten a bunch of new people in my place since then that do an amazing job, and I'm super proud of them.
Anyways, that's the rambling, and amazing job on *your* project here, Cody!
*hello Collin*
Nice
Wow you’re a good man, you retired respectfully and aren’t jealous or mad at all
@Emma The Hemma Glad to hear it! It was a pleasure to tell the story! I hope your fangame goes well!
@@james1311na So long as the project stays alive, I have no reason to be mad!
For The Ring spawn lag you could use Coroutines to spread out The spawning over a few frames with yield return null and a loop of like 20. Also you could spawn them around Sonic a bit with OnUnitSphere and perhaps give them momentum at spawn and wait a second before activating their collisions?
I'd love to see this updated with momentum, rolling, and maybe even the spindash (since it and the drop dash have been backported to most games that didn't originally have it)
1: sonic Adventure 2 already did this when you got all emblems, and 2 there is also a sonic 06 restoration going on right now, all of sonics levels are available (trial select not story)
P-06 is a blessing
@@no.402 aye
There's actually a bonus stage in Sonic Adventure 2 that is exactly like this
And the way they did the “tunnel” sequence was ATROCIOUS!
@@mjallen1308 I mean it did the job of building up speed and shooting you out at the bottom, but it did not look pretty at all. My guess is they used the same sequence as Crazy Gadget's pipes and shoved that into the tunnel at the last second to make it work, even if it looks janky
@@mjallen1308 lol i mean obviously we know its hard to do now...
@Massai Parker I wanna say its all emblems but I could be wrong
@@Zer064 It's all A ranks in all missions.
“Hi. I would like to have. Some lemonade.”
I laughed way harder than I should’ve.
I really do know almost nothing about game development, but following basic logic, i think you could turn off collisions between the rings for the first split second, and then have them turn back on.
For the ring-collision issue, you could write a script that when Sonic gets hit the rings don't have collision for a few seconds, and then turn the collision object back on.
Lol was about to comment that.
But still they might fall through the stage...
Simplest solution would probably have been to create a physics layer for the rings and make it so that rings don't collide with rings. This would allow them to still collide with other objects, but not collide with themselves.
@@nuggetnugget8552 same
I know this is a year old but im pretty sure in unity you can make layers and without any scripts can make it so specific layers don't collide with each other so then you can just change the layer on all the rings and the prefab they are spawning from but idk
Funny story: Sonic Adventure 2 basically did almost exactly what you did, except the layout isn't linear as the original or your version, but it's still basically act 1 from the original
First reply
@@user-it7qd1my9e congrats
for the rings, there was a solution even the original devs used that i noticed where no matter if you've collected like 100 rings the game will make you drop only 30, probably for performance too
I think it would be cool to see a remake of this with new models that match the voxel esthetic of your newer 3d remakes
The ring collision thing, disable their collision with the same object type and apply an impact/physics force to push them all apart.
4:41 oh hey thats my old sonic head render in a good use XD
nice job on the game!
I Wish I Could Download Some Of Your Games. I Love Them!!
I'm sitting here wondering if he ever played Green Hill in Sonic Adventure 2. That level is exactly what he wants to make.
Sadly Sega locked that behind getting A rank on literally every level
@@davidsk6567 One of my craziest accomplishments was finally doing that and playing green hill.
And then you realize Sonic Adventure 2 did the same thing as a secret level
doesnt the original game limit the how many rings are lost. like if he got hit with 100 rings he still loses them but like only 30 actually appear
Yes, but you drop 25 rings
I thought it was 31 :/
You drop a max. of 32 rings.
No you drop 13-(45×15)×256
I dare someone to solve this
I'll sub to who solves
@@cyancrewmate7298 hol up, either my math isn't right or it's -172,787
excellent video! God bless you and yours!
Bro recreated the faunal level in sa2! I’m not hating I love this man’s vids and I’m starting unity because of him
Sonic Adventure 2 intensifies
Also, for the ring problem, make a max number of games rings that can spawn like 20 or 50, and make it so they can’t interact with each other.
sad that you didn't remake Sonic 06, but great game and video nonetheless lol
Steven Also First
Hey Steven love ur vids
Been wanting to see you two collab, so at least I know you watch him
Hi steven
Right?!
I haven't seen anyone bring this up in the comment section but when you 100% Sonic Adventure 2, the reward the game gives you is a playable Green Hill Zone. Much like yours they actually went out of their way to translate the level design of the first Sonic game into 3D. I recommend checking it out
nice game! but you forgot to add the flickies (the little animals in sonic) that when you kill an enemy, they appear out of them!
4:04 for tunnels working with the camera may work. Still teleport the character, but trace the camera over the imaginary path inside the mountain + add sounds of sonic squeezing. Should have a cool effect
And this is why the Homing Attack is so useful for 3D Sonic
The problem is that it makes it too easy to jump on enemies. You just press the button and sonic instantly kills the enemy with no challenge.
@@roilo8560 Then you just need to make more resistant enemies that can hurt you even if when you do the homing attack. Sonic Unleashed is one of the few games that managed to made it, Project Hero too.
@@roilo8560 The Adventure games would make electric air enemies to make it more challenging
@@roilo8560 in the adventure games you need to actually manually aim that's why i think adventure style is the best for Sonic games
Sonic Robo Blast 2
"Sega just updated the level with modern assets"
Gens Act 2, Forces, Frontiers, etc: "I'll make you eat those words!"
i know the best solution for the ring issue, when you have like 100 rings in sonic 1, and you get hit by an enemy, the exact count of the rings you collected wont drop, it will only drop like 10-15 so the game wont lag (this was in all sonic games i think, sonic mania only drops huge rings and some small ones so you can go with that too)
A tip for the rings : Instead of dropping all the rings u have when u take damage, make it only drop to 20 when the rings u collected are more that 20 since that's how it works in the original game
but make the rest big rings
@@Toast642_Archives why tho?
@@literalcloudytab Sonic mania reference
actually it's 32 rings
@@Toast642_Archives would rather be a good idea if we make the blue ring monitor first
For the rings dropping after an attack:
In other 3D Games, only up to like 20 or so are dropped at max when hit. They are spawned around a circle with sonic being the center and Unity has its own spawning tutorials for spawning objects in a circle at runtime. Also to prevent them from being instantly picked up again, you could deactivate the colliders for like 0.25 seconds or so. As to not make them collide with each other: check out the editors Physics Tab! You can set up which layers can collide with each other and which would ignore collisions - put the rings on their own layer and then disable collisions of this layer with itself, that should work like a dream.
The maximum is 50 rings actually.
The maximum is 50 when you take damage from spikes and 30 for all other damage.
Well Im sure it was different per game; I remember it from SA2B and Im pretty sure it was like 20
@@MidasButSilver that is true
Wait I thought it was 32
Cody, i do have a solution for the tunnel. When Sonic enters the tunnel, it will shift into a 2d perspective, and it will lock it, until Sonic leaves the tunnel.
u forget to mention some things like the start menu and when sonic loses all his lives? Also Keep The Good Work
2:58 “ huge thanks to this guy” *then proceeds to roast his animation*
He said when he imported them into unity
"Sega forgot to add a third dimension to greenhill zone in Generations"
2nd act though?????????
I immediately thought of the Modern Sonic version too.
are people actually forgetting ghz in sa2 lol
@@darkbro4564 i was about to say that
What about 1d
@@space3408 now I know why there only 3 or4 replies
What I find crazy about this video is the fact that this is basically all we have ever wanted from a 3D sonic game. The level you created reminds me of if we got a “sonic 64” type of game during the Mario 64 era
Umm
No. This is not. This is good for a fun weekend project, but this doesn't have the momentum, speed, or level design anyone wants from a 3D Sonic game.
Something to about the tunnels you could make it similar to the tunnel sections in Metroid Prime. There the tunnel is typically on the side of a wall rather than further inside it. That allows the you to make it visible to the camera by making the tunnel transparent on that side of the wall.
0:44 bro, its in almost every game that was loved by the fanbase. SA2, SG (as you just said), Sonic Mania, etc.
An idea to solve the rign spawn lag (if it is caused by the physics calculations). Make an specific layer for the rings and set that layer on the ring prefab. Then in project settings modify the collision properties to avoid objects of the "ring layer" to hit other objects of the same layer. With this, the rings will collide with al objects except other rings. I hope this helps ;)
Idea for the tunnels. make it so the camera zooms right after sonic and have it move like a rollercoaster through the tunnel before going back to the standard view, and increase the length of the tunnel so the effect is less jaring.
0:41 looks like omochao lol
Sega doesn’t mind if you remake their games or make fan games about sonic “CodyCantEatThis” so just upload the game!
(Edit: Wow! 240 Likes, That’s A lot Of Likes!)
but he still used other people's models possibly without permission
U got a point
they were free models...
@@KrazylifeYT oopsies im dumb
@@KrazylifeYT ye so
6:50 for one thing, when sonic gets hit, the counter drops to zero but he only drops 20 rings, regardless of how many the player had.
30*, he only drops 30.
@@RyanNeoHedgehogOfficial is it 30 in classic Sonic? I know he drops 20 max in the Adventure series and didn’t realize that’s what I was pulling from in my brain
@@RyanNeoHedgehogOfficial it’s 32
to fix the ring lag you have to make sonic drop 30 rings and make the rest disappear hope that helps 😊
3:59 A solution would be a camera prespective change into a sidescroller view like in mario oddysey's 2d sequences
To fix the ring issue, go into the project's Physics settings and disable layer collisions between Ring and Ring. That way, rings won't collide with other rings.
came here to say this :)
This is the most obvious solution for anyone familiar with Unity in my opinion.
@@AIAdev same
@@TayoEXE same
It's been a while since I made a game, but to build on that, you can also add a force at the player location that activates when hit to throw the rings out randomly, before deactivating, as it may be the collisions that cause them all to fire out like that. If that behavior is still desired, then tinkering with the above steps could get something that you may like.
3:41
Yey sonic 06 physics :D
PHYSICA FROM MY FAVORITE SONIG GAME!
Sonic four: i’m going to apply myself to this loopy loop physics
I think a 3D Blast 3D remake would be fun! Imagine playing through the levels with actual camera controls, and being able to see the distance you're jumping.
not only that, u could have an actual moveset instead of the stupid fucking shields, gah.
2:12 ah yes, my Favorite company, *F O N Y*
Personally, I prefer "Sorny".
@@bazinger1142 no i prefer Sony
@@jesuspacheco126i prefer microsony
Consider lowering the acceleration, in the original games he takes time to gain speed and slow down.
Yeah like I said just give him momentum based movement
Good job bro!
Im an unreal dev, never really used unity, but in unreal we have collision tags we can use to have the engine ignore collision calculation against entities what a matching tag. If unity has something like that it might be worth looking into. Besides that, honestly the actual sonic devs solve this issue on the genesis by spawning only a max of 20 rings. You could get around this by creating 10-stack rings, basically special rings worth 10 rings, and then just calculate the number of times your ring total is divided by 10, spitting those out as 10 stacks, and then spit out the remainder. This is over a year old and Im sure youve figured out a number of things by now
20 years to late, they already did this in Sonic Adventure 2
@Maverick Willett Isn't it called Green Grove Zone?
Sonic 4 ep 1 and 2 is 3d lol
@@Orichi361 yeah, but those games don't have green hill zone in them, in that game it's called splash hill zone
@@beanieweenie1349 true
@Beanie Weenie: You know which is worse? That there are those who dare to question this hidden scenario in SA2, such as that "it does not capture the essence of green hill ..." Sometimes I think that giving an opinion so freely is not for everyone! 🤷♂️
How a sonic fan, i can say, this is so beatiful and incredible but You forget the spindash
3:39 “sonic 2006 moment”
Sonic 1 doesn't have the spindash
@@MauveDash yep you are right
@@MauveDash I know that the spindash is not in the Sonic 1, but I would have liked that he had included the spindash since it is a characteristic ability of the classic version
For the ring solution, make it so the rings will group up into a bigger ring, making 10 rings effectivley one larger ring.
I think a way to make the fish better interact with the 3D environment is to have them hop from one side of the bridge into the other at like an arc. otherwise they dont really pose a threat haha you can just run over the bridge and theyre more like decor at that point.
6:55 You can probably make a trigger under the ring so when it hits on the ground it will active collisions, so it doesen't lag
0:38 Remember when Sonic Adventure 2 released... Witch also featured a remake of Green Hill zone?
In 3D...
That's what I was thinking
*Which
Even though it’s 2 years later, just wanted to let you know that you can absolutely release this.
Can not move well some are being let out it will take about three seconds
a simple fix is to make a layer for the rings and in the physics tab in the project settings make it so they cant collide with each other
Sonic: clears stage
Also sonic: guess I'll die
ye
When sonic is upside down on the loop
Me: sonic 06 is that you
*that
Oops
To fix the ring collision issue, make a circle of rings around the player. ( +1 layer depending on the amount. )
0:33 I did NOT need that hit of nostalgia
3:54 I've seen some games that reduce the textures in tiny detached sideway squares that slowly turn transparent based on how near camera is to the player model, probably it can be done the same with the camera, turning the game to 3D to "2D" for the tunnel with this transition
The thumbnail made me think you made a Paper Sonic...I was sad when I found out this wasn’t the case lol.
With the tunnel when you go through it add a feature where your screen will automatically go to the side and then when you go out of the tunnel your screen will automatically go back to the back of sonic
1 tip for the ring glitch were there is a huge lag spike, make a script were if you have more than 20 rings, just drop 20, and if they have less than 20 (for example 7) it would drop 7
For the ring issue. Maybe disable ring to ring collision from the collision matrix. If you still want em to bounce away maybe apply a random force to them.
If I remember correctly there is an explosion force you can apply from Unitys Physics class. If he disables collisions as you said and spawns them randomly within a small radius, they will go in different directions from that one force!
You missed programming the "Momentum", the Momentum is like gravity, for example.
You want to go through a looping and you run towards it, but from a very short distance, and you cannot make the complete turn, because you have to have more speed going down a hill rolling or something similar, that is the "momentum"
he probably knows, but did not bother and left the bad 06 physics there
I think he knows what momentum is
0:05 BOOOOM
how to get rid of the huge lag spikes with the rings: step one: when the rings spawn, turn of collisions. step two: when the rings aren't touching anything, turn collisions back on. simple.