Let me know if you'd like to see me continue this project, and if so, what features you'd like to see added next! Also, huge thank you to boot.dev for making this video possible! Check out sponsr.is/chaomix and use my code CHAOMIX to get 25% off your first payment!
Oh, so you're a sonic fan? Name every source code of every single sonic games (including fan-games) Can't do it? That's what I thought You aren't a true sonic fan, are you?
Although there are already a bunch of great 3D Sonic Engines, I would absolutely love to see this project be turned into a fully fledged, open-source engine.
It'd be really interesting if a actual SA1 decomp actually releases. Cause I know damn well sonic fans would turn it into a playground like mario fans did to SM64
@@AltKaxREAL ┐( ∵ )┌ I think there's some bloke that's trying to port the game to 3DS, and decompiling it in the process. I'm not sure if they're doing any progress with it tho....
Great reference there 12:23 As someone who's a massive fan of SA1 and SA2 for how they play mechanically, alongside many other, separate reasons... I really love that you put in the time to recreate the SA1 physics here! PLEASE continue this project! I'd love to see your journey remaking SA1 in Unity and someday, hopefully, we can have the chance to play your remake of SA1, even if it's just a couple of levels like Speed Highway and Emerald Coast!
I don't like these types of dev-log videos usually the creators try way too hard to be funny for the sake of audience retention and the pacing is also too fast (for my taste at least) but this was the complete opposite while also being enjoying to watch, as a fellow developer I'd love to see more of these types of videos
I’d love to see more of this project going forward! It’s fascinating to see how you reverse-engineered the mechanics from purely optical observation, able to explain it all relatively simple so the process is easier to digest; something that probably would be hard to do considering the world of coding, especially from people like me who have no basic understanding either. Best of luck if you decide to continue!
This might actually be the first time I ever check out a sponsor, boot dev actually looks extremely helpful, and I’ve been trying to get into game design for YEARS now 😁
For a person who wants to get into game development this is a very good inspiration to try and learn more about it. You made this seem very fun and you made such an amazing video. You should totally continue working on this. Keep it up king.
The way you handled the loops by rotating the controller's input variables is quite elegant, most Sonic games use a semi-fixed animation in a coordinate determinate conditional block with a timed interrupt, which is pretty dirty. Some even operate at a fixed velocity and restrict the controls to a forward/backward binary
Really fascinating! I have been looking into game design as well, and even simple rundowns like this are really invaluable to me. Hope you work on this project more, I'd like to see where it goes.
I hope you keep working on this! A dedicated roll button that just sets Sonic to his rolling state when it's pressed would be neat. If you still want to keep the spamdash, you could either set the roll to a different button than the spindash, or have a toggle-able setting and let players decide between one or the other.
I personally don’t mind the so-called “vomit cam”. It’s like being on a roller coaster. Imo, that’s how you avoid having to deal with automation. Spark 3 did it. I personally wanna see the Homing Attack and the Bounce next. I hope this becomes a series!
Great job its awesome to see someone recreating part of the greatest sonic game ever made. One observation though, I speedrun SA1/DX and there is one important detail in the spindash you may have missed (At least you didn't demonstrate if you didn't) In SA1 spindash spamming is a fun way to move but it is slightly inefficient due to the spin cancel mechanic, however there is a work around for this. It might have been an oversight but there are 2 buttons that will initiate a spindash. On Xbox the X button and PS the Square button is the normal spindash button, however the B or Circle buttons will also spindash. This is important because the spin cancel mechanic only applies when repeatedly tapping the same spindash button. We speedrunners use a technique called "TAS Dashing" or "Spindash Chaining" where we rapidly alternate between spamming the 2 spindash buttons, to gain greater acceleration and speed with none of the deceleration that comes with regular spindash spam and the spin cancel mechanic. We bypass the spin cancel mechanic Entirely by doing this. Another important note, directional input control becomes more sensitive the faster the player is moving, using TAS Dash constantly gives you Max speed, however this sacrifices controllability which acts as a limiter on where/ how TAS dashing can be used practically. Also another small but sometimes important mechanic in SA1 is the Ariel Spin Cancel. ANY time that sonic is in the air and in ball form, for any reason, if the player hits either spindash button Sonic will immediately drop from ball form and begin falling. In addition to this ALL player momentum is cut and Sonic's speed becomes ZERO instantaneously, causing Sonic to sharply fall directly downward. If copying this mechanic you should take care when also setting how much ariel control the player has when falling not in ball form. Otherwise this could be abused too heavily trivialising some downward vertical platforming levels. In speedruns we usually use this mechanic to limit suboptimal air time as Sonic can only meaningfully accelerate when on the ground. Also, Where da homing attack at?
I think this’ll inspire me to make that mod I pitched for Sonic Adventure 2. By the way, these are my issues. Basically it’s an improvement mod that fixes the issues for Adventure 2. My list of how I'd improve Sonic Adventure 2. - Making Sonic and Shadow’s control like in S.A.1 as they’re slightly stiffer controls compared to his first game. - Summersault would no longer slow speed. - Mapping movements to different buttons. For the X button, it’s SpinDash/Lightspeed Attack, Lightspeed Dash For the B button, it’s Summersault, Bounce - Improve the Lightspeed Dash to actually work. - Fix some scripting parts of the levels because characters wouldn’t do what the levels tell them, messing up a play through. - Make the grind rails less jank - Mechs turning would be smoother, and lock on is more automatic, but it might mess one of Tails levels. - I guess make the treasure hunting radar like S.A.1, even though I never had a problem with it. - Electric shield being able to not get hit by electrical enemies. - Also the Electric shield would not attract rings because it caused problems when Lightspeed Dashing in the actual games. - Nerf enemies - Remove the surprising enemies in the mech stages. - Make all the levels less janky (yee all of them). - Fixing the camera that usually cliffs through walls or floors - Fix the sound mixing and voice lines from cutting each character off for the English dub. - Improve the lighting to be like the original DreamCast but make it less dark (thinking of Aquatic Mine Zone). - I’d also update the models by adding more poly counts and just refining them. This is how’d I improve the game with a mod. Sounds very ambitious indeed. - Fix the audio problems.
If you can figure out how to do this, that would be awesome! I recommend looking into what research has already been done into the code of the Sonic Adventure games. A few of these things have already been attempted, and you could probably help improve on it!
This is awesome, I love how it shows every step of the process, while leaving out the more complex stuff (slope detection, normal calculation, input processing). It makes it feel like a story and not a tutorial, while still having enough detail to understand how everything works.
110% agree that Sonic has never controlled better in 3d than in SA1. Amazing how they got it so right on their first try. Sonic had a rough transition to 3d, my ass.
you know. the meme if you like the series, name every single thing on the series theres just 1 small problem though. the only way to know all the names and 100% strategy, is to be a lunatic stan
This is amazing as someone with very little game dev knowledge, a fangame with you at the helm would be an amazing sight. Though…there is one thing missing…THE SA2 Magic Glove power up, otherwise known as the peak sonic mechanic rivalling Shadow the hedgehog gun gameplay.
i always loved fan games that take inspiration from adventure formulas, but like you said, they all utilize "vomit cam" lol If this Sonic Adventure remake video concept becomes a series that would be so epic- I've always looked for tutorials or at least dev log videos on actually remaking the Adventure 1 and 2 controls but they were always vomit cam or boost controlled..it was ambitious for sure but never 1 to 1 of that "adventure flair" I was hoping to see. And while yours is definitely rough around the edges, you really dive into the nitty gritty of what makes Adventure FEEL like Adventure in terms of control, camera, physics, just general feel from a back end perspective. Graphics can always come after, but alot of it comes down to how it plays and I think your approach is pretty good I really hope you continue this project as a series dude! It was super engaging and it would also be nice to see some of the lines of code used too- maybe have the game project file for download once its all done for studying purposes Keep it up!
0:10 so about that someone was already able to reverse engineer the source code for sonic adventure and they got the movement pretty accurately and they made a game called sonic onset adventure this same code was also later used in sonic speed simulation
I'm taking physics right now, and this is kinda the coolest thing ever. I was able to intuitively figure out almost all the factors you identified with normal forces etc and the theories I put together were almost exactly what you chose to do. Super cool!
he yabs on about smoke and mirrors the whole video which could secretly imply this video is smoke and mirrors and behind all of this he is telling us when he was a toddler he had worked for sega back in 1999 cheers man, you hid that pretty well :]
Something that people need to know is that in Sonic Retro they detail and explain how the sonic physics work in the classic games, and I learned a lot from there to implement on my own project. But since my project is 3D there were some things that I could only learn from here like getting the ground normal, so thanks a lot!
True, it doesn't matter if it's held together by duct tape if you can create something fun. I still have advice for the animator. You can use 2D-FreeFormDirectional in a Blend Tree and use Y and X floats to make sonic blend between the running animations. Y would stand for speed and you could use X for steering in the right or left direction so Sonic tilts a little. Still, really cool!!!
Very fun video! I'd love to see more, maybe adding the SA1 model and animations and trying to do a direct comparison with the physics to see how close they are to the original?
Cant wait for part 2. this is actually the first video I've watched from you. this is really good in this video. I hope you come back to this in the future.
This was such a cool video! I'd give anything to be able to run up any wall I want again and to have variable height. Bonus points if the variable heights apply to springs too.
and not just that, but also "I recreated Sonic Adventure... sort of... while also not showing the code in full, only in a blurry background, so no one else can learn from what I do" It's really ratty tbh
I can't wait to see chaomix's Sonic fangame! I only have 1 note; the slope formulas could've been one formula. Instead of "slope assistance" and "slope drag", I think it would've been possible for that to simply be one variable, "slope influence" or something. Positive number when going downhill, negative when going uphill. Of course, I'm no developer, so that's just a guess!
I'm a game dev myself and as a fellow Sonic fan this video just made my day! Thank you Chaomix this was a very intersting reverse engineering video. Also if you continue this controller I would love to see the adventure homing attack and the bounce bracelet or the adventure grind. These were the peak
Make a life counter, add sfx and improve janky parts, like the spin dash model being above the ground instead of it being halfway in and halfway out. I would love to see this become a series, so please don’t abandon it!
Great video! Exercises like this really show how much goes into the details that made these games so fun to control. (Well, likely followed by extensive polishing and bug-fixing.) You still haven't revealed what Star Garden's gameplay will be like but this makes me especially intrigued for what the movement mechanics will be!
I subscribed because I love Sonic Adventure series and always wondered how it worked. I need more videos like this in my life. To break down the mechanics and translate it into Unity is such a great way to learn development. Id love to see Kingdom Heart's Sora movement and fight mechanics in the future.
This is so perfect and accurate! The only thing I’d say needs to be changed is fixing the Spin-Dash animation to be offset towards the center of the model and not the base. That and a homing attack might make this as close as possible.
i'm glad you made a video like this, please make more videos like this one as well as getting deeper into game development cuz that's what i love, especially if it's sonic related
This is actually really cool. I've always wondered how sonic games were made in the code, so seeing a game development approach to the inner workings of sonic games is very interesting to me
I really do love how Sonic (and Shadow) controls in SA1 and SA2. The closest to getting that high again is playing the Adventure Sonic character mod for SRB2. Really does feel a lot like SA1 and SA2 Sonic jammed together. And with all the custom worlds and campaigns in SRB2, I have so much content to play with the character.
Sonic Adventure remains as one of, if not, my favorite games ever! The FEEL is still something I come back for over and over. I hope any official revisit/remake to the Adventure series remains faithful to the feel of the controls, movement, and level design.
imo the way the jump in adventure games works is that there's a burst of velocity applied to Sonic and gravity gets reduced until Sonic's Y velocity lowers to a certain amount or the jump button is released, whichever happens first this could make the jump less janky
Nice Sonic Adventure Should Get More Of The Praises . This Is The Best Looking Sonic Game Going Forward.l and I would like to see you continue the project going forward and also I shared it on My Community Tab.
I certainly agree about Adventure having incomparable control. It's one of the reasons I go back and play it. Also helps that it is a relatively short game that you can skip cutscenes in.
This was an awesome video. I'd love to see this develop into a full tutorial series, as I think it would open the floodgates to a new era of Adventure styled Sonic fan games for everyone to enjoy. Who knows? It might even kickstart a future game designer's passion? It's not unheard of for fan game developers to go on to become pros.
This video got me really into unity. I was only really using it for university projects cause I study game design, but now I actually want to make loads of stuff in my free time. I'm gonna make a test project to recreate Sonic Adventure 2's character controller, using everyone's favourite RADICAL HIGHWAY as a test, along with the Sonic 06 model of Shadow, all to celebrate Shadow Generations being utterly phenomenal. I replayed Adventure 1 & 2 this year to prepare for the movie and grew to highly prefer SA2, plus with some mod to fix aspects of the steam port, most notably lighting and controller deadzone being ridiculously messed up, or green jungle's SET data having an extra amount of rings leftover from an earlier stage of development so you can't get all of them for the A rank. The score attack is insanely fun, especially casually speedrunning to get A ranks and stuff. So many cool secrets like how getting every ring in a stage gives you an A rank, plus 100% the game is really fun (albeit LONG)!
I think it would be really cool if you shared the code you made here for other fan games to use once it's more refined. I really think you nailed the coding here. This really sparked something in me.
This is really interesting. I tried recreating classic sonic physics in Game maker Studio 2 (with the help of the Sonic Retro Physics Guide ofc) and always got stuck at loop-de-loops, and had a hard time with bugs in general. I'm also familiar with Unity, and have attempted a Sonic character Controller with the Rigidbody instead of a Character Controller like you have. THAT was a terrible idea! Clearly fake it 'till you make it was the go-to strat with the physics here. Seeing your approach was really inspiring to me and I'd love see some expansions upon this system. Even, I'd love to have the the raw Unity project and inspect the code for myself, so if you feeling like sharing, I think there would be a fair share of people who'd really appreciate it!
@0:56 chaomix: "It was the exact reason you subscribed. You .... are ... subscribed .... right?" Me: Ehm, yea iam... subscribed *chuckles and fast clicking subscribe*
Chao this implementation honestly looks awesome and I really appreciate that you took the time to explain your formulas. I'd absolutely love to see where you take this if you keep working on it!
This is actually pretty impressive! I've been seeing alot of people trying to recreate their favorite games lately. I wonder if someone will recreate the gameplay of the console platformers of the Klonoa series at some point? Hmm...
This is pretty cool and you explained it very well. All sonic team has to do is take the controls from frontiers, change some small things and add a lively open world location for the story and we’ll have a 8/10-10/10 sonic game easily
15:18 many fangame creators should do that more often, you should release the game once its fully done, its truly a better engine than most Unity engines
Let me know if you'd like to see me continue this project, and if so, what features you'd like to see added next!
Also, huge thank you to boot.dev for making this video possible! Check out sponsr.is/chaomix and use my code CHAOMIX to get 25% off your first payment!
If you ever finish it let us test it!
Oh, so you're a sonic fan? Name every source code of every single sonic games (including fan-games)
Can't do it?
That's what I thought
You aren't a true sonic fan, are you?
SONIC ADVENTURE 3 BOIS!!! Plz continue
I wanna see how to attack enemies in your fan game!
You like toriyama's artstyle don't you
I’m so glad chaomix was apart of the original 1998 SEGA Sonic Team that made Sonic Adventure
Can’t believe he actually made Sonic the Hedgehog
Can't believe he was Sonic Adventure.
1998
Wait Chaomix worked on the original SA1?!
Chaomix created Sonic Adventure™, I know that because I was Sonic Adventure™.
I can’t believe Chaomix was a part of the original Sonic Adventure development when he was 4 years old. Truly an inspiration
Rip😢
he is asian.
h. u. h
如果你翻译了这个,那么你很可能会被破坏。如果你不想承受这种困境的后果,那么你必须在老鼠爬进来之前分享这个。🎉🎉🎉😊😊😊 这些表情符号使得这被伪装成一个以老小鸡为食的骗局。但是无论哪种方式。匆忙!为了你自己!!!!!!!
Let me guess he's 29 rn?
@Fbi_spiderman YES!
"The jump feels a bit janky at times" So, you've recreated it perfectly. No need to tweak it further.
Although there are already a bunch of great 3D Sonic Engines, I would absolutely love to see this project be turned into a fully fledged, open-source engine.
Yees
As would I! Hopefully he can remedy some of the wonky collision detection that was present in the original game. 😅🙏
The bumper engine:
Am I a joke to you?
@@sikosonix901 I'm aware of it, but I don't see the problem with having more engines available to use. Some may have more advantages than others.
@@sikosonix901The Bumper Engine has the issues that he explains plagues Sonic fan engines today.
It'd be really interesting if a actual SA1 decomp actually releases. Cause I know damn well sonic fans would turn it into a playground like mario fans did to SM64
I wonder if there's actually somebody out there right now working on a SA1decomp that will release in a few years down the line
@@AltKaxREAL ┐( ∵ )┌
I think there's some bloke that's trying to port the game to 3DS, and decompiling it in the process. I'm not sure if they're doing any progress with it tho....
Wait sa1 on the 3ds? I'm down for thatt
BRITISH@@ItsCenrryTH
@@ItsCenrryTHAAAAAAA
Great reference there 12:23 As someone who's a massive fan of SA1 and SA2 for how they play mechanically, alongside many other, separate reasons... I really love that you put in the time to recreate the SA1 physics here! PLEASE continue this project! I'd love to see your journey remaking SA1 in Unity and someday, hopefully, we can have the chance to play your remake of SA1, even if it's just a couple of levels like Speed Highway and Emerald Coast!
O (: )= chao
I hope he adds heroes physics cause it would be hilarious blasting through levels at super speed
@@ygbailey22I can see him having Heroes’ Max Speed parameters but keeping the Acceleration the same as SA1. That way it still handles ultra smooth.
I hope that this project gets continued in the future, with more characters, and it being playable to the public when it is finished.
I don't like these types of dev-log videos usually the creators try way too hard to be funny
for the sake of audience retention and the pacing is also too fast (for my taste at least) but
this was the complete opposite while also being enjoying to watch, as a fellow developer I'd love to see more of these types of videos
We're all Sonic Adventure, aren't we?
Yes we are kazberry yes we are
I’d love to see more of this project going forward! It’s fascinating to see how you reverse-engineered the mechanics from purely optical observation, able to explain it all relatively simple so the process is easier to digest; something that probably would be hard to do considering the world of coding, especially from people like me who have no basic understanding either. Best of luck if you decide to continue!
Thank you for being a part of the development of Sonic Adventure 1 😂
This might actually be the first time I ever check out a sponsor, boot dev actually looks extremely helpful, and I’ve been trying to get into game design for YEARS now 😁
Chaomix really said "fine, I'll do it myself"
For a person who wants to get into game development this is a very good inspiration to try and learn more about it. You made this seem very fun and you made such an amazing video. You should totally continue working on this. Keep it up king.
The way you handled the loops by rotating the controller's input variables is quite elegant, most Sonic games use a semi-fixed animation in a coordinate determinate conditional block with a timed interrupt, which is pretty dirty. Some even operate at a fixed velocity and restrict the controls to a forward/backward binary
Really fascinating! I have been looking into game design as well, and even simple rundowns like this are really invaluable to me. Hope you work on this project more, I'd like to see where it goes.
I hope you keep working on this! A dedicated roll button that just sets Sonic to his rolling state when it's pressed would be neat. If you still want to keep the spamdash, you could either set the roll to a different button than the spindash, or have a toggle-able setting and let players decide between one or the other.
I personally don’t mind the so-called “vomit cam”. It’s like being on a roller coaster. Imo, that’s how you avoid having to deal with automation. Spark 3 did it.
I personally wanna see the Homing Attack and the Bounce next. I hope this becomes a series!
Thee cheers for Spark 3
Hip hip hooray
Yeah I actually _prefer_ that type of camera in Sonic games. It feels way less disorienting to me and like i'm always in total control.
Great job its awesome to see someone recreating part of the greatest sonic game ever made. One observation though, I speedrun SA1/DX and there is one important detail in the spindash you may have missed (At least you didn't demonstrate if you didn't) In SA1 spindash spamming is a fun way to move but it is slightly inefficient due to the spin cancel mechanic, however there is a work around for this. It might have been an oversight but there are 2 buttons that will initiate a spindash. On Xbox the X button and PS the Square button is the normal spindash button, however the B or Circle buttons will also spindash. This is important because the spin cancel mechanic only applies when repeatedly tapping the same spindash button. We speedrunners use a technique called "TAS Dashing" or "Spindash Chaining" where we rapidly alternate between spamming the 2 spindash buttons, to gain greater acceleration and speed with none of the deceleration that comes with regular spindash spam and the spin cancel mechanic. We bypass the spin cancel mechanic Entirely by doing this. Another important note, directional input control becomes more sensitive the faster the player is moving, using TAS Dash constantly gives you Max speed, however this sacrifices controllability which acts as a limiter on where/ how TAS dashing can be used practically.
Also another small but sometimes important mechanic in SA1 is the Ariel Spin Cancel. ANY time that sonic is in the air and in ball form, for any reason, if the player hits either spindash button Sonic will immediately drop from ball form and begin falling. In addition to this ALL player momentum is cut and Sonic's speed becomes ZERO instantaneously, causing Sonic to sharply fall directly downward. If copying this mechanic you should take care when also setting how much ariel control the player has when falling not in ball form. Otherwise this could be abused too heavily trivialising some downward vertical platforming levels. In speedruns we usually use this mechanic to limit suboptimal air time as Sonic can only meaningfully accelerate when on the ground.
Also, Where da homing attack at?
Please continue this. I really like gamedev vids so a series like this would be great.
Excited to see the homing attack!
Seconded! Homing Attack logic would be so interesting!
I think this’ll inspire me to make that mod I pitched for Sonic Adventure 2.
By the way, these are my issues.
Basically it’s an improvement mod that fixes the issues for Adventure 2.
My list of how I'd improve Sonic Adventure 2.
- Making Sonic and Shadow’s control like in S.A.1 as they’re slightly stiffer controls compared to his first game.
- Summersault would no longer slow speed.
- Mapping movements to different buttons.
For the X button, it’s SpinDash/Lightspeed Attack, Lightspeed Dash
For the B button, it’s Summersault, Bounce
- Improve the Lightspeed Dash to actually work.
- Fix some scripting parts of the levels because characters wouldn’t do what the levels tell them, messing up a play through.
- Make the grind rails less jank
- Mechs turning would be smoother, and lock on is more automatic, but it might mess one of Tails levels.
- I guess make the treasure hunting radar like S.A.1, even though I never had a problem with it.
- Electric shield being able to not get hit by electrical enemies.
- Also the Electric shield would not attract rings because it caused problems when Lightspeed Dashing in the actual games.
- Nerf enemies
- Remove the surprising enemies in the mech stages.
- Make all the levels less janky (yee all of them).
- Fixing the camera that usually cliffs through walls or floors
- Fix the sound mixing and voice lines from cutting each character off for the English dub.
- Improve the lighting to be like the original DreamCast but make it less dark (thinking of Aquatic Mine Zone).
- I’d also update the models by adding more poly counts and just refining them.
This is how’d I improve the game with a mod.
Sounds very ambitious indeed.
- Fix the audio problems.
If you can figure out how to do this, that would be awesome! I recommend looking into what research has already been done into the code of the Sonic Adventure games. A few of these things have already been attempted, and you could probably help improve on it!
A lot of these are fixed in seperate mods (Sonic’s New Tricks, Better Radar, SA2 Render Fix, Cutscene Revamp, HedgePanel, etc.)
@@memroyleak
I mean all in one package, not separate mods on their own.
@@azimuddin1890 if you do it please fix the characters voice volume if you can
@@dogegoodman2826
If I can then yee, I would of course do that.
you should open source this, id love to see your code for doing some things
how tf do you only have 6 likes
Your alive?
your skibidigyat
YO
I fully agree with chaomix on how this is the best sonic movement.
It feels so smooth and flows so well while not being too fast and chaotic
This is awesome, I love how it shows every step of the process, while leaving out the more complex stuff (slope detection, normal calculation, input processing). It makes it feel like a story and not a tutorial, while still having enough detail to understand how everything works.
110% agree that Sonic has never controlled better in 3d than in SA1. Amazing how they got it so right on their first try. Sonic had a rough transition to 3d, my ass.
Woah no way. I knew chaomix loves the Adventure games but I never knew he worked on them. Makes the signatures I got from him even better!
Dude, what? You never knew that?
@chaomix literally created the
Sonic the Hedgehog™ franchise.
*FAKE SONIC FAN!*
This is so cool! Hope you continue with this project. I've been enjoying how unique you've been with Sonic content.
you know. the meme if you like the series, name every single thing on the series
theres just 1 small problem though. the only way to know all the names and 100% strategy, is to be a lunatic stan
This is amazing as someone with very little game dev knowledge, a fangame with you at the helm would be an amazing sight. Though…there is one thing missing…THE SA2 Magic Glove power up, otherwise known as the peak sonic mechanic rivalling Shadow the hedgehog gun gameplay.
I mean is the 3d sonic experience really complete without MAGIC GLOVE?
For how long it took to dissect the classic games, dissecting the adventure games would take just as long.
i always loved fan games that take inspiration from adventure formulas, but like you said, they all utilize "vomit cam" lol
If this Sonic Adventure remake video concept becomes a series that would be so epic- I've always looked for tutorials or at least dev log videos on actually remaking the Adventure 1 and 2 controls but they were always vomit cam or boost controlled..it was ambitious for sure but never 1 to 1 of that "adventure flair" I was hoping to see. And while yours is definitely rough around the edges, you really dive into the nitty gritty of what makes Adventure FEEL like Adventure in terms of control, camera, physics, just general feel from a back end perspective. Graphics can always come after, but alot of it comes down to how it plays and I think your approach is pretty good
I really hope you continue this project as a series dude! It was super engaging and it would also be nice to see some of the lines of code used too- maybe have the game project file for download once its all done for studying purposes
Keep it up!
super glad that chaomix was on the SEGA SONIC TEAM from sonic adventure from the age of 2 from 1996 - 99
0:10 so about that someone was already able to reverse engineer the source code for sonic adventure and they got the movement pretty accurately and they made a game called sonic onset adventure this same code was also later used in sonic speed simulation
2:30 Is it only me or this looks like Andronic?
Yeah, I kinda see that! It's pretty funny lol
NuMetal Sonic...
I'm taking physics right now, and this is kinda the coolest thing ever. I was able to intuitively figure out almost all the factors you identified with normal forces etc and the theories I put together were almost exactly what you chose to do. Super cool!
he yabs on about smoke and mirrors the whole video which could secretly imply this video is smoke and mirrors and behind all of this he is telling us when he was a toddler he had worked for sega back in 1999
cheers man, you hid that pretty well :]
Something that people need to know is that in Sonic Retro they detail and explain how the sonic physics work in the classic games, and I learned a lot from there to implement on my own project.
But since my project is 3D there were some things that I could only learn from here like getting the ground normal, so thanks a lot!
Very cool 👍
True, it doesn't matter if it's held together by duct tape if you can create something fun.
I still have advice for the animator. You can use 2D-FreeFormDirectional in a Blend Tree and use Y and X floats to make sonic blend between the running animations. Y would stand for speed and you could use X for steering in the right or left direction so Sonic tilts a little.
Still, really cool!!!
Very fun video! I'd love to see more, maybe adding the SA1 model and animations and trying to do a direct comparison with the physics to see how close they are to the original?
Cant wait for part 2. this is actually the first video I've watched from you. this is really good in this video. I hope you come back to this in the future.
I didn't exactly subscribe for stuff like this, but I'm sure not complaining!
This is kinda the amalgamation of my biggest interests lol
Bro helped a whole batallion of sonic fans who can create games make this
This was such a cool video! I'd give anything to be able to run up any wall I want again and to have variable height. Bonus points if the variable heights apply to springs too.
2:28 THAT! is a MASTAPIESE
Dude you are by far the best Sonic UA-camr and you definitely deserve 1m!! Keep it up!
The title should have been "I Recreated Sonic Adventure...Sort Of"
and not just that, but also "I recreated Sonic Adventure... sort of... while also not showing the code in full, only in a blurry background, so no one else can learn from what I do"
It's really ratty tbh
@@blinkachu5275 The title of the video sounds more like he's one of the original dev members.
I can't wait to see chaomix's Sonic fangame!
I only have 1 note; the slope formulas could've been one formula. Instead of "slope assistance" and "slope drag", I think it would've been possible for that to simply be one variable, "slope influence" or something. Positive number when going downhill, negative when going uphill.
Of course, I'm no developer, so that's just a guess!
Definitely please continue making videos like this. As a (non-game) developer, this is super interesting!
I love how the code is blurred so you won't get comments berating your programming. As a hobby dev, I'm right there with you.
I'm a game dev myself and as a fellow Sonic fan this video just made my day! Thank you Chaomix this was a very intersting reverse engineering video. Also if you continue this controller I would love to see the adventure homing attack and the bounce bracelet or the adventure grind. These were the peak
Make a life counter, add sfx and improve janky parts, like the spin dash model being above the ground instead of it being halfway in and halfway out. I would love to see this become a series, so please don’t abandon it!
Love this video Chaomix! I always do lol
Great thumbnail and also great job on making this fan game 😁
12:13 "Oh God SONIC NO-"
We have running around at the speed of sound at home...
7:02 Sonic goes to otherworld
If you remake the whole Sonic Adventure with some extras and put it on consoles, I will definitely buy this game, no matter the cost.
So Game Garage is going to make a Sonic Adventure remake? Brilliant 👍
Keep up the awesome work and videos chaomix love the video
Great video! Exercises like this really show how much goes into the details that made these games so fun to control. (Well, likely followed by extensive polishing and bug-fixing.)
You still haven't revealed what Star Garden's gameplay will be like but this makes me especially intrigued for what the movement mechanics will be!
Sega employee:
Izuka, sir! This talented individual is developing Sonic Adventure 3! We can't let him do tha-
Izuka:
hol' up, let him cook.
probably the most accurate sonic adventure physics in unity since Sonic Onset Adventure on roblox
I subscribed because I love Sonic Adventure series and always wondered how it worked. I need more videos like this in my life. To break down the mechanics and translate it into Unity is such a great way to learn development. Id love to see Kingdom Heart's Sora movement and fight mechanics in the future.
SA1 is basically the best way Sonic has controlled in 3D in my opinion so it's nice to see you try and recreate it
This is so perfect and accurate! The only thing I’d say needs to be changed is fixing the Spin-Dash animation to be offset towards the center of the model and not the base. That and a homing attack might make this as close as possible.
Yesterday, I modified Sonic Frontiers on the p.c. putting in Sonic's 1999 Dream cast model in the game..... It's pretty much all I could do.....😎👍
i'm glad you made a video like this, please make more videos like this one as well as getting deeper into game development cuz that's what i love, especially if it's sonic related
Damn bro, this is great! I never really questionned what went into the games' programming...
we are steps away from re engineering sonic adventure
This is actually really cool. I've always wondered how sonic games were made in the code, so seeing a game development approach to the inner workings of sonic games is very interesting to me
I really do love how Sonic (and Shadow) controls in SA1 and SA2. The closest to getting that high again is playing the Adventure Sonic character mod for SRB2. Really does feel a lot like SA1 and SA2 Sonic jammed together. And with all the custom worlds and campaigns in SRB2, I have so much content to play with the character.
Hear me out, super sonic maker
Sonic Adventure remains as one of, if not, my favorite games ever! The FEEL is still something I come back for over and over. I hope any official revisit/remake to the Adventure series remains faithful to the feel of the controls, movement, and level design.
I love vomit camera! It's great for running on wall while keeping the sense of control.
imo the way the jump in adventure games works is that there's a burst of velocity applied to Sonic and gravity gets reduced until Sonic's Y velocity lowers to a certain amount or the jump button is released, whichever happens first
this could make the jump less janky
What I’d LOVE to see is Sonic accelerating past his max running speed while rolling downhill. I miss that classic Sonic feature!
i'd love to see the homing attack and light dash implemented
This is actually super impressive, well done!
Nice Sonic Adventure Should Get More Of The Praises . This Is The Best Looking Sonic Game Going Forward.l and I would like to see you continue the project going forward and also I shared it on My Community Tab.
What if the Sonic Adventure that chaomix kinda made was the videos we made along the way?
I certainly agree about Adventure having incomparable control. It's one of the reasons I go back and play it. Also helps that it is a relatively short game that you can skip cutscenes in.
See, im not a sonic adventure fan but i love watching people program sonic related stuff like this. Its always fun to just learn things ill never use
11:48 🎵Spider-hog. Spider-hog. On the ceiling he does a jog.🎵
WE MAKING IT OUT OF SONIC ADVENTURE 3 WITH THIS ONE 🗣🗣🗣🗣🗣🔥🔥🔥🔥🔥
This was an awesome video. I'd love to see this develop into a full tutorial series, as I think it would open the floodgates to a new era of Adventure styled Sonic fan games for everyone to enjoy. Who knows? It might even kickstart a future game designer's passion? It's not unheard of for fan game developers to go on to become pros.
This video got me really into unity. I was only really using it for university projects cause I study game design, but now I actually want to make loads of stuff in my free time. I'm gonna make a test project to recreate Sonic Adventure 2's character controller, using everyone's favourite RADICAL HIGHWAY as a test, along with the Sonic 06 model of Shadow, all to celebrate Shadow Generations being utterly phenomenal. I replayed Adventure 1 & 2 this year to prepare for the movie and grew to highly prefer SA2, plus with some mod to fix aspects of the steam port, most notably lighting and controller deadzone being ridiculously messed up, or green jungle's SET data having an extra amount of rings leftover from an earlier stage of development so you can't get all of them for the A rank. The score attack is insanely fun, especially casually speedrunning to get A ranks and stuff. So many cool secrets like how getting every ring in a stage gives you an A rank, plus 100% the game is really fun (albeit LONG)!
I think it would be really cool if you shared the code you made here for other fan games to use once it's more refined. I really think you nailed the coding here. This really sparked something in me.
This is really interesting. I tried recreating classic sonic physics in Game maker Studio 2 (with the help of the Sonic Retro Physics Guide ofc) and always got stuck at loop-de-loops, and had a hard time with bugs in general. I'm also familiar with Unity, and have attempted a Sonic character Controller with the Rigidbody instead of a Character Controller like you have. THAT was a terrible idea! Clearly fake it 'till you make it was the go-to strat with the physics here. Seeing your approach was really inspiring to me and I'd love see some expansions upon this system. Even, I'd love to have the the raw Unity project and inspect the code for myself, so if you feeling like sharing, I think there would be a fair share of people who'd really appreciate it!
@0:56
chaomix: "It was the exact reason you subscribed. You .... are ... subscribed .... right?"
Me: Ehm, yea iam... subscribed *chuckles and fast clicking subscribe*
"Sega, never hide this dude"
Chao this implementation honestly looks awesome and I really appreciate that you took the time to explain your formulas. I'd absolutely love to see where you take this if you keep working on it!
thank you so much for making this
This is actually pretty impressive! I've been seeing alot of people trying to recreate their favorite games lately. I wonder if someone will recreate the gameplay of the console platformers of the Klonoa series at some point? Hmm...
This is pretty cool and you explained it very well. All sonic team has to do is take the controls from frontiers, change some small things and add a lively open world location for the story and we’ll have a 8/10-10/10 sonic game easily
15:18 many fangame creators should do that more often, you should release the game once its fully done, its truly a better engine than most Unity engines
Holy shit this is something that'd be SO awesome work on.
YOOOOOO IT'S RUBY THE!!! SA2 ESSAY GUY!!!
Add skip: 6:09
I Paused The Video Just To Think Of All Of The Sonic Games I Played😁
Wow, you sure know how to program the basics of a Sonic game, i commend you. 🎉
Sega, hire this man!
Goes to show how much fine tuning work is done for the controls on out favorite games! Great work man