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.
@alansmithee4193 жыл бұрын
That seems rather difficult.
@LukeyFooty3 жыл бұрын
Yeah that does sound hard
@-ZodiacPrince-3 жыл бұрын
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.)
@cst12293 жыл бұрын
@@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.
@Martin-iz5gx3 жыл бұрын
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.
@mr.blitzgaming74353 жыл бұрын
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.
@DlcEnergy3 жыл бұрын
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
@eddievhfan19843 жыл бұрын
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.
@denravonska3 жыл бұрын
@@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.
@Carlos-ux7gv3 жыл бұрын
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).
@lethauntic3 жыл бұрын
"Sonic enthusiast" is overselling it a bit; most people who've played Sonic even once would know that, to be perfectly fair.
@Br1ckCulture3 жыл бұрын
“The remade green hill lacked the 3d dimension” Green hill act 2 and sonic adventure 2 unlockable green hill: “am ima joke to u?
@ThunderStormFortnite3 жыл бұрын
"am ima"
@shugaurushugs79233 жыл бұрын
ya forgot sonic utopia
@muii63193 жыл бұрын
@@shugaurushugs7923 that’s a fan game, he be talking about offical ones
@Slimy-3 жыл бұрын
@@ThunderStormFortnite Mistakes happen, bro.
@luziiiii3 жыл бұрын
@SKGbop's Channel on ps4,ps3,ps2,xbox 360,xbox one and 3ds*
@abrarasaurus2 жыл бұрын
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.
@jasminewalker999 Жыл бұрын
huh?
@DanialDEcool Жыл бұрын
@@jasminewalker999read
@XTHHedgehog Жыл бұрын
@@DanialDEcoolRight. Abrar explained it pretty damn clearly 😂
@XAutumnXonYT9 ай бұрын
Exactly what I was gonna say
@SentinelHirsc3 жыл бұрын
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
@theipat29513 жыл бұрын
Well that's mostly in the modern sonic games
@SentinelHirsc3 жыл бұрын
@@theipat2951 no, even in the classics. The rest would fly offscreen and despawn
@theipat29513 жыл бұрын
@@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
@epicentre71523 жыл бұрын
No, I’ve played the classics multiple times, you drop every single ring no matter how many rings you have.
@theipat29513 жыл бұрын
Yep. They just don't show over 100 to stop the lag. I'm a person whose played all the classics
@sosasees3 жыл бұрын
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.
@dat_dylov_tho3 жыл бұрын
True
@TheRealUnkn0wn_2893 жыл бұрын
Sonic Robo Blast 2
@imaginaoYouTubesoquecomarrobas3 жыл бұрын
That mechanic also exists in 2D Mario, it's just less noticeable
@MysteryStudioYT3 жыл бұрын
@@TheRealUnkn0wn_289 lol
@thelookingcat3 жыл бұрын
@@TheRealUnkn0wn_289 lol
@skyty03 жыл бұрын
"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
@bob-rt8hg3 жыл бұрын
i mean dont saga remake green hill in every sonic game lol
@HeaIthyVortex3 жыл бұрын
And mania
@LBoyBen3 жыл бұрын
Haha nice
@mr_floax3 жыл бұрын
The mobile games
@HeaIthyVortex3 жыл бұрын
@@mr_floax no there just the same game on a different system l
@overman138 Жыл бұрын
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
@shrekrules444 Жыл бұрын
That is what I thought
@holycow20138 ай бұрын
@@shrekrules444no you most likely didn’t
@yt-sh8 ай бұрын
exactly @@holycow2013 , programmers deal with problems like these all the time
@shrekrules4448 ай бұрын
@@holycow2013 I did
@holycow20138 ай бұрын
@@shrekrules444 whatever u say
@SwiftAsTheWind3 жыл бұрын
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.
@Benbo_Gamer3 жыл бұрын
That would work
@Geneolgia3 жыл бұрын
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
@suzannegigante4203 жыл бұрын
😂
@suzannegigante4203 жыл бұрын
Ghgghhg
@tharsis3 жыл бұрын
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.
@ThyTrueNightmare3 жыл бұрын
I was just about to comment the ring problem when I noticed your comment!
@hotturnips76923 жыл бұрын
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
@da_xbox3603 жыл бұрын
I wanted to see what the ring problem was so nice
@Captain-Waffles3 жыл бұрын
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.
@ThyTrueNightmare3 жыл бұрын
@@Captain-Waffles 20 max, and you would still have the underline issue of the collisions it would be to a lesser extent
@WeirdBrain3 жыл бұрын
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.
@nekit87423 жыл бұрын
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
@diligencehumility69713 жыл бұрын
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
@That_0ne_Dev3 жыл бұрын
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
@george02503 жыл бұрын
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
@Sapov3 жыл бұрын
Also thats how the original game work if im not wrong
@taranhebert50342 жыл бұрын
I like how sonic is unaware of the water ahead and just drowns no matter what
@thefollower29333 жыл бұрын
I think this shows why the homing attack exists
@Ollie.H-233 жыл бұрын
Yeah
@bumly71493 жыл бұрын
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.
@bumly71493 жыл бұрын
@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.
@JerseyDevils213 жыл бұрын
@@bumly7149 6 characters now? Wow, I should go back and play it
@bumly71493 жыл бұрын
@@JerseyDevils21 I'd tell you who the extra three characters are, but I don't want to spoil the surprise :D
@syweb23 жыл бұрын
When Sonic gets hurt, spawn a maximum of 20 rings or so. That's how it usually works in the games.
@ShadTheSham3 жыл бұрын
I was thinking he makes a separate placeholder ring without collision that replaces with the real rings after from the pool
@mosti723 жыл бұрын
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.
@RandomUser8P3 жыл бұрын
Damn, I just said the same thing, lol
@LazoLad3 жыл бұрын
It’s not 20 it’s 38 or 39.
@syweb23 жыл бұрын
@@LazoLad It depends on the game. I've usually seen about 20.
@RetroZero643 жыл бұрын
There's actually a bonus stage in Sonic Adventure 2 that is exactly like this
@mjallen13083 жыл бұрын
And the way they did the “tunnel” sequence was ATROCIOUS!
@JonGon0053 жыл бұрын
@@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
@peterpetrarca46913 жыл бұрын
@@mjallen1308 lol i mean obviously we know its hard to do now...
@RetroZero643 жыл бұрын
@Massai Parker I wanna say its all emblems but I could be wrong
@slackot34233 жыл бұрын
@@RetroZero64 It's all A ranks in all missions.
@GlobalWarmingSkeptic2 жыл бұрын
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.
@Stevenstuff3 жыл бұрын
sad that you didn't remake Sonic 06, but great game and video nonetheless lol
@gamedevperson3 жыл бұрын
Steven Also First
@CallMeLilDee3 жыл бұрын
Hey Steven love ur vids
@gr4babeam3 жыл бұрын
Been wanting to see you two collab, so at least I know you watch him
@silverfighter46293 жыл бұрын
Hi steven
@gr4babeam3 жыл бұрын
Right?!
@ruccsacc3 жыл бұрын
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)
@no.4023 жыл бұрын
P-06 is a blessing
@blindedjourneyman3 жыл бұрын
@@no.402 aye
@josephjarman32313 жыл бұрын
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.
@nuggetnugget85522 жыл бұрын
Lol was about to comment that.
@RootBeerAddict5202 жыл бұрын
But still they might fall through the stage...
@Markystal2 жыл бұрын
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.
@icecremmester2 жыл бұрын
@@nuggetnugget8552 same
@Steg11182 жыл бұрын
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
@goofyyoutubes Жыл бұрын
I’m the guy who made put this model on sketch fab… Thanks Cody! I changed my KZbin account name to Goofy
@reidarkollstrm52183 жыл бұрын
I like how when sonic finishes, he just runs into the water
@TrentonDoesStuff.3 жыл бұрын
"Yeah! Act 1 completed!" *proceeds to drown*
@InfernoLmaoo3 жыл бұрын
"Aw yeah! Act one completed! Now its time to drown myself for I have no purpose in life but to run!"
@Hutch2Much3 жыл бұрын
reminds me of metal harbor from sa2 lmao
@MackenziiRivers3 жыл бұрын
i mean labyrinth one was considered to be the next zone after greenhill, so...
@jordancromwell3 жыл бұрын
@@MackenziiRivers No it's Marble and Spring Yard Zone and then Labyrinth.
@epsilonthedragon12493 жыл бұрын
Sonic: [stands still on the ceiling of the loop] Me: [“Sonic goes for a walk” flashbacks]
@TheOneGaming03 жыл бұрын
Sonic 4
@EkoPrasetio3 жыл бұрын
@@TheOneGaming0 nah sonic 06
@pinkertonbyweezer3 жыл бұрын
@@EkoPrasetio both
@EkoPrasetio3 жыл бұрын
@@pinkertonbyweezer nah sonic 4 doesnt let u stand on the ceiling
@EkoPrasetio3 жыл бұрын
@Rëápērš Îñ Thé Dårk but not the ceiling
@CLWenter3 жыл бұрын
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!
@DonteTheGuy66223 жыл бұрын
*hello Collin*
@willykempus3 жыл бұрын
Nice
@james1311na3 жыл бұрын
Wow you’re a good man, you retired respectfully and aren’t jealous or mad at all
@CLWenter3 жыл бұрын
@Emma The Hemma Glad to hear it! It was a pleasure to tell the story! I hope your fangame goes well!
@CLWenter3 жыл бұрын
@@james1311na So long as the project stays alive, I have no reason to be mad!
@Swagmaster07Ай бұрын
Notes : Inspiration : You should have took inspiration from Sonoc Adventure 1 and 2, 1 would be perfect with its wast and free levels with lots of oportunities to skip and explore, SA2 however is more streamlied so some people call this sort of gameplay "thriller" as you basically follow a set path. Loop : Could have been inspired off SA or any other 3D Sonic games. Fish Chompers : The way you implemented them they pose no threat, you should have made them leap over the bridge to possibly hit Sonic, this was allready done in some 3D Sonic games. Rings : The rings should not have collision with each other, and typically you only drop about 10 rings and they drop right from the center of Sonic and form a circle arround Sonic. Still cool 👍
@Feefafoozle3 жыл бұрын
The ring collision thing, disable their collision with the same object type and apply an impact/physics force to push them all apart.
@AnnyConducter3 жыл бұрын
Me:sees the loop physics Also me: OH GOD ITS '06 AGAIN
@alif-12233 жыл бұрын
NO ITS SONIC 4 AAHHH
@gooolixx3 жыл бұрын
SONIC 064!!
@Benbo_Gamer3 жыл бұрын
SONIC 4
@dcomicsxx3 жыл бұрын
Sonic 06 wasn’t even that bad..
@gooolixx3 жыл бұрын
@@dcomicsxx in terms of story and music, no, but in gameplay, uh, yeah its bad
@jgtv84163 жыл бұрын
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!)
@bloodsad3 жыл бұрын
but he still used other people's models possibly without permission
@SleepyMario3 жыл бұрын
U got a point
@KrazylifeYT3 жыл бұрын
they were free models...
@bloodsad3 жыл бұрын
@@KrazylifeYT oopsies im dumb
@SleepyMario3 жыл бұрын
@@KrazylifeYT ye so
@FifthColoroftheRainbow23 күн бұрын
We all love this guy, but it begs the question, What Can't Cody Eat?
@creatingtailedstories3 жыл бұрын
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
@reuben1423 жыл бұрын
"Sega forgot to add a third dimension to greenhill zone in Generations" 2nd act though?????????
@stevenbobbybills3 жыл бұрын
I immediately thought of the Modern Sonic version too.
@darkbro45643 жыл бұрын
are people actually forgetting ghz in sa2 lol
@mrdilophosaursr4103 жыл бұрын
@@darkbro4564 i was about to say that
@space34083 жыл бұрын
What about 1d
@lemking96773 жыл бұрын
@@space3408 now I know why there only 3 or4 replies
@somehelluvafanboy83573 жыл бұрын
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
@burakkyi3 жыл бұрын
First reply
@joechristo23 жыл бұрын
@@burakkyi congrats
@nazarseregin21012 жыл бұрын
Wait what !That was amazing!Good work ! It's like sonic the hedgehog but it's 3d!
@levthelion718103 жыл бұрын
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.
@Spin_Music3 жыл бұрын
4:41 oh hey thats my old sonic head render in a good use XD nice job on the game!
@literalcloudytab3 жыл бұрын
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
@Toast642_Archives2 жыл бұрын
but make the rest big rings
@literalcloudytab2 жыл бұрын
@@Toast642_Archives why tho?
@Toast642_Archives2 жыл бұрын
@@literalcloudytab Sonic mania reference
@LuigiXHero2 жыл бұрын
actually it's 32 rings
@bluewave52 жыл бұрын
@@Toast642_Archives would rather be a good idea if we make the blue ring monitor first
@ClickergamesU Жыл бұрын
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.
@dexyuzs3 жыл бұрын
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 ;)
@MidasButSilver3 жыл бұрын
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.
@MrStrikecentral3 жыл бұрын
The maximum is 50 rings actually.
@ralph31463 жыл бұрын
The maximum is 50 when you take damage from spikes and 30 for all other damage.
@MidasButSilver3 жыл бұрын
Well Im sure it was different per game; I remember it from SA2B and Im pretty sure it was like 20
@craftygamerones94943 жыл бұрын
@@MidasButSilver that is true
@cerealkeepsyougoingeveryda5553 жыл бұрын
Wait I thought it was 32
@ivannn02223 жыл бұрын
And then you realize Sonic Adventure 2 did the same thing as a secret level
@theUnstoppableSeb5 ай бұрын
Same with when your chasing the drone with the gem
@kyebelmont34986 ай бұрын
To CodyCantEatThis, I like what I see but there are things I want to suggest to you to help and improve this project. This are just my thoughts and ideas, hopefully they help you. So, here I go! 2:20 Spread the item computer screen apart so they aren't cluttering the same spot. 2:34 Maybe have only a few springs in the bundle of spikes so that way the player has to go from one spring to another as an obstacle. 3:32 It looks rigid, the loop inside looks like it doesn't have much space to do a proper loop around and probably needs to be bigger for sonic to do it. The moment sonic got half way, there wasn't enough space and looks like there are collision there. Other then that, you can either have Sonic have a script loop around or have that moment in first person until exiting from the loop. 3:44 You can make the tunnels visible to the players when Sonic enters in it and it becomes un-visible when exiting out. Also, here's an idea for ya, when there's more then one tunnel or paths, you can make them go different directions to make the stage more real and not just straight ahead. 4:17 Make them break when hitting the ground or make them hit the ground before rising back up after a few seconds. 4:37 Why not make a orangish gold rings that glows to represent as the 5 rings, and add a number 5 in that ring to let the player know that that's how many it contains. That way you can use less rings on stage and when Sonic loses rings and you can have more Memory Space. If not that then have the rings be transparent for a temporary time and if it detects a ring occupying the same space then it'll move away until it isn't or it vanishes. Also the rings bounce up and down when Sonic drop them, probably to make it easier for them to scatter. Or fuse any rings Sonic drop that made contact to another ring Sonic drop into a ring with a number indicating how many ring value it currently has. Or make the rings Sonic drops not have collision when spewing/dropping out of Sonic. 5:35 You can make the Chomper's jump over the bridge to try and bite out of whatever goes on the bridge. 5:39 You can make Motorbug have a revving before charging at Sonic to ram him when they spot Sonic in a straight line view. 5:41 Crabmet(don't know how to spell its proper spelling.), make it snap it's pincers from either of it's side whenever Sonic is within range or when they reach the end of their paths(just so the players know that they can attack you now and not just because of hitbox contact.). 7:22 Make that invincibility for 9 to 12 seconds to make the players hurry up because of their screw ups or have it shorten time span every time you it happens until you leave the stage or clear it. Lastly, five things: 1. Make the stage longer and not just make it wider, just widening it makes the stage feel short. 2. Where's Sonic Ground Spin Dash? 3. Sonic has a short slow walk before gaining speed when walking/running. 4. Camera Screen is too far out, zoom in a bit. 5. Where is Sonic's Blur effect when he's spins when jumping?
@meltpack88762 жыл бұрын
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.
@AIAdev2 жыл бұрын
came here to say this :)
@TayoEXE2 жыл бұрын
This is the most obvious solution for anyone familiar with Unity in my opinion.
@squirreltv5032 жыл бұрын
@@AIAdev same
@squirreltv5032 жыл бұрын
@@TayoEXE same
@trenvert1232 жыл бұрын
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.
@KeltkeGH3 жыл бұрын
And this is why the Homing Attack is so useful for 3D Sonic
@roilo85603 жыл бұрын
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.
@KeltkeGH3 жыл бұрын
@@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.
@megablueman3 жыл бұрын
@@roilo8560 The Adventure games would make electric air enemies to make it more challenging
@kauanjos31993 жыл бұрын
@@roilo8560 in the adventure games you need to actually manually aim that's why i think adventure style is the best for Sonic games
@lucassantossj3 жыл бұрын
Sonic Robo Blast 2
@osprey20233 жыл бұрын
2:58 “ huge thanks to this guy” *then proceeds to roast his animation*
@burgerweegy51213 жыл бұрын
He said when he imported them into unity
@alexos90112 жыл бұрын
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
@ProjectKhanCS3 жыл бұрын
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
@monocero_skies58463 жыл бұрын
I really appreciate this guy for just showing the percentage of viewers who were subscribed vs the ones who weren’t in the end of the video with just a simple picture . I am definitely subbing
@christiankettlewell3 жыл бұрын
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.
@RyanNeoHedgehogOfficial3 жыл бұрын
30*, he only drops 30.
@christiankettlewell3 жыл бұрын
@@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
@tayamikaokwudire80392 жыл бұрын
@@RyanNeoHedgehogOfficial it’s 32
@SAF_Sonic3 ай бұрын
I love how when you beat the level sonic just falls into endless nothingness 8:53
@Kapin053 жыл бұрын
Consider lowering the acceleration, in the original games he takes time to gain speed and slow down.
@Hyper_Nova3243 жыл бұрын
Yeah like I said just give him momentum based movement
@dansonicfan7122 жыл бұрын
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
@vincentphillips29333 жыл бұрын
Ring Collision: Bring in 5 - 10 per iteration at random locations around a sphere of sonics transform.position from the object pool. Offset the next iteration by the diameter + radius / 2, etc. This will avoid object collisions.
@blaze88623 жыл бұрын
Could the rings just have no hit box for a split second, have them all move in separate directions, then give them a hitbox so they don't go through the floor. This would also mean the rings would have to spawn at a slightly higher location. I'm no dev but I think this could work.
@vincentphillips29333 жыл бұрын
@@blaze8862 Yes this approach could work also. Temporarily disabling the box collider and then enabling it afterwards could work. Another solution since the coins themselves are physical objects to be collected. Add a rigidbody and change its kinematic setting between True/False as needed. Utilizing this method should eliminate the need to enable/disable the box collider. Not only that but all collisions will still be detected in case anything else needs to be done or checked for.
@diartriwidayanti72342 жыл бұрын
Apa
@Cherrylime_Studios2 жыл бұрын
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.
@BabuBabu-ip6oh3 жыл бұрын
3:39 you've already taken the first step to remaking sonic 06
@MichaelTurner8563 жыл бұрын
😂
@Helicopter73 жыл бұрын
EA SPORTS ITS IN THE
@Helicopter73 жыл бұрын
GAME!
@MrChillyWilly883 жыл бұрын
The thumbnail made me think you made a Paper Sonic...I was sad when I found out this wasn’t the case lol.
@tizianopetela60683 жыл бұрын
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"
@pixelfoxshouse3 жыл бұрын
he probably knows, but did not bother and left the bad 06 physics there
@Storm7253 жыл бұрын
I think he knows what momentum is
@PizzaToonsCK3 ай бұрын
Ngl this is awesome but I have some suggestions. Add some shaders for everything. Make the camera automatically a little bit more zoomed in.(so you can't see the outside water unless you walk into it.) And make a cross faze animation between all characters models
@mann-nova93923 жыл бұрын
He just accelerates instantly, in response to what you said about him going too fast. This looks really good! Reminds me of what SA2 did with Green Hill.
@Helicopter73 жыл бұрын
“He just accelerates instantly” Just like forces
@beanieweenie13493 жыл бұрын
20 years to late, they already did this in Sonic Adventure 2
@beanieweenie13493 жыл бұрын
@Maverick Willett Isn't it called Green Grove Zone?
@Orichi3613 жыл бұрын
Sonic 4 ep 1 and 2 is 3d lol
@beanieweenie13493 жыл бұрын
@@Orichi361 yeah, but those games don't have green hill zone in them, in that game it's called splash hill zone
@Orichi3613 жыл бұрын
@@beanieweenie1349 true
@seijuroteichou50323 жыл бұрын
@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! 🤷♂️
@OceanWarzGTFO3 жыл бұрын
Yeeeeah, this is why Sonic Generations didn't remake GreenHill in "3D"
@SNBreal3 жыл бұрын
@@TohuBohuC it was a joke
@TohuBohuC3 жыл бұрын
@@SNBreal ye my b
@Helicopter73 жыл бұрын
what about modern green hill?
@livretro3 жыл бұрын
Sonic adventure 2 secret level
@KaiserMattTygore9273 жыл бұрын
Well, no the reason they didn't remake it in 3D is because they stopped understanding how the third dimension worked when they decided to add a "Go really fast and win the game" button to the game.
@johnnyhabsburg81042 жыл бұрын
6:50 why don’t u just disable collisions with them but can still collide with the floor but can’t collide with other rings?
@Sans_Equisde3 жыл бұрын
How a sonic fan, i can say, this is so beatiful and incredible but You forget the spindash 3:39 “sonic 2006 moment”
@MauveDash3 жыл бұрын
Sonic 1 doesn't have the spindash
@thehedgehoggamer84713 жыл бұрын
@@MauveDash yep you are right
@Sans_Equisde3 жыл бұрын
@@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
@FruityPolTV3 жыл бұрын
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.
@Keanine3 жыл бұрын
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!
@stefanspelt35783 жыл бұрын
0:38 Remember when Sonic Adventure 2 released... Witch also featured a remake of Green Hill zone? In 3D...
@kamenpikachu15843 жыл бұрын
That's what I was thinking
@codyr.483 жыл бұрын
*Which
@Gensis7 ай бұрын
3:59 A solution would be a camera prespective change into a sidescroller view like in mario oddysey's 2d sequences
@KOSCOOT3 жыл бұрын
Sonic: clears stage Also sonic: guess I'll die
@sansundertale95923 жыл бұрын
ye
@Cheese_Mans3 жыл бұрын
My solution to the ring problem would be to set the ring colliders as deactivated in the prefab but set them to active in the scene, also set the ring colliders to active after a bit after they are created with another separate script on each ring
@Milkyfresh-bz3to3 жыл бұрын
This video made me realize how crazy and awesome the whole SRB2 scene is...
@Better_Than_CeX2 ай бұрын
recently got the sega collection 360 game. playing golden axe and streets of rage etc and i noticed that on streets of rage when you finish the level, the score tally noise is SOOOOOO loud like rinse your tv speakers loud comparatively to the rest of the game audio. your score noise is bang on the money! 👏🏻😂
@charliedetweiler42983 жыл бұрын
6:56 Look at the way rings behave in older 3D sonic games. The rings don't each have their own physics. They all have the same trajectory, bounce off of the ground the same number of times, and don't collide with each other. They wherever sonic got hit and radiate outward away from that point in a circle, more or less evenly spaced.
@yiannoscyprus3 жыл бұрын
I love how after he finishes the level, sonic sees no point in life and just kills himself
@bababooey49923 жыл бұрын
"I have won... But at what cost?"
@sovietrussia18273 жыл бұрын
When you cant find a model of neutron. Him: 5:19
@ZillaYT. Жыл бұрын
0:47 I have a feeling he has not played sonic generations.. or any other modern sonic game.. because green hill has been remade to HELL AAAA
@Jake-vg3it3 жыл бұрын
For tunnels, could've done something like having the wall "fade away" where the camera is pointing at sonic. Kinda like in mario odyssey
@JerryOhh3 жыл бұрын
Nice Environment Background Building and Inside House 1:45 😂✌
@dashy1112 жыл бұрын
Me too i love 🤩🤩🤩🤩🤩👍👍👍
@redstreak94303 жыл бұрын
This is just SA2 Green Hill with extra steps. Regardless, not bad for a recreation.
@LazyLimeTF26 ай бұрын
6:51 on that part, make it so that the rings are non-collidable, it could work, but I don’t know any other solutions.
@crueltuber28873 жыл бұрын
You could have made the fish jump over the bridges otherwise they're just cosmetic
@SgtSega3 жыл бұрын
Have both jumping over the bridge as well as in between them so there's still an obstacle if you skip the bridge and jump over the water, you could even bounce on one for extra air and that would really help in speedrunning challenges.
@justNexi3 жыл бұрын
You could just make the rings not collide with each other, or maybe try turning them into particles.
@mpasqui2283 жыл бұрын
With unitys particles sistem
@gamermapper3 жыл бұрын
Idk how this works but if rings are particles can they still be collected by sonic?
@justNexi3 жыл бұрын
@@gamermapper Well particles have colliders, so you could just check if one of them touches Sonic, then delete that specific one and add it to a counter. (idk if this works cuz I don't have lots of experience with Unity)
@AceRobloxOfficial3 жыл бұрын
6:16 How u can fix this: in the original game if you had for example 80 rings if you got hit 60 would fly out so just don't spawn all 200 rings just find a number of rings big enough so that it looks but not too small so it doesn't seem weird
@aydinhenning22156 ай бұрын
Every time I rewatch one of your videos you make me want to get back into blender
@Saxjon3 жыл бұрын
In the original game, the max number of rings that could be dropped when taking damage was 32 or 30, despite losing every ring on hit. You could try that. About the collision: in the original game, when you take damage, the rings you drop are not interactable for about one second, then sonic can take them back, so there's also that. Or you could try what Sonic Utopia (you should really check that game) did: instead of exploding every ring at once, they would fly out of sonic one at a time like a fountain.
@MDG-mykys3 жыл бұрын
0:30 omg, I forgot about that cartoon
@steamiesandiesels12323 жыл бұрын
Same
@CaptainSaumon3 жыл бұрын
For the rings, put the collisions only one second after they appear instead of activating the collisions right away
@EnoYaka2 жыл бұрын
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.
@littlehero3603 жыл бұрын
Also, the game limits the amount of rings is limited so it doesn't cause much lag, But this game looks great anyways thats just a nitpick anyways is there a download?
@four-en-tee3 жыл бұрын
Couldn't you just disable physics on the rings for, like, .5 seconds? That way, they'd have plenty of time to disperse before the collision is re-enabled. Another thing you could do is write a script that allows rings to ignore collision with other rings entirely. On top of that, when you lose rings in a Sonic game, the rings that come out of Sonic are usually, like, 20 rings or something. You don't usually drop the amount you lost, that would severely reduce the challenge of the game.
@javajuice13333 жыл бұрын
true. but that's a cheap hax. most likely will cause other bugs to appear. someone already solved this issue though, "Daniel M."
@lelsewherelelsewhere94353 жыл бұрын
Couldn't the rings also "blink" in and out of existence/in the pool, and thus not need to worry about collision with each other anddd, flash as in the original game, indicating to the player that they are temporary.
@michaelepica35643 жыл бұрын
How about just make all rings a trigger?
@gibrangibran78593 жыл бұрын
Or put them a father
@Lukedub3 жыл бұрын
Why does sonic have 0 momentum. Hes immediately at full speed when you start to run.
@voidshadow2 жыл бұрын
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
@cryogen14823 жыл бұрын
You can use a layer collision matrix in the Unity Physics settings in the project settings to set the Ring collisions on their own layer and prevent them from interacting with each other, that way you can still have collision on the ground and sonic, but not have the rings collide with each other, in regards to have the rings randomly move into different directions you can just apply a random direction and force to their rigidbodies upon instantiating them. Hope this helps. EDIT: I see now someone already said this. oh well
@mecapotato16593 жыл бұрын
Every sonic fan ever: where momentum?
@craftygamerones94943 жыл бұрын
Yes that’s what makes him special, he gradually gets faster
@skunt40783 жыл бұрын
That's the whole point of a Sonic game
@ChevySamk3 жыл бұрын
i love how the whole momentum thing is rarely utilized in the classic games and all the fanatics want it to take center stage without knowing how boring it'd be to run down the same slopes and get progressively faster over and over again without gaining anything besides wooshing up thru the air, like it's really not that essential of a game mechanic and the sensation of it dies out really fast. This is why you never see other game companies try and make their games centered around it. It's just a background element that gives a game life. tl;dr there's more to sonic games than a physics engine
@craftygamerones94943 жыл бұрын
@@ChevySamk No, I’ve seen people able to keep the momentum through the entire stage. Momentum was the reward lol.
@ChevySamk3 жыл бұрын
@@craftygamerones9494 god i could go through the thousand of times you're stopped to do mandatory platforming but whatever floats your goat
@tinyguy93983 жыл бұрын
When you lost rings you had a cap in the original game of how many you could get back (I don't remember ever being able to retrieve more than 20 rings after getting hit). So maybe you have a max spawn number after getting hit and have it reduce rings to zero regardless of how many you have and spawn the number of rings you have but maxed at 20. That reduces the lag and also makes your game closer to the rules of the original.
@jorge111juarez Жыл бұрын
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
@cod731613 жыл бұрын
2:12 ah yes, my Favorite company, *F O N Y*
@JustAFunnyFella2 жыл бұрын
Personally, I prefer "Sorny".
@jesuspacheco126 Жыл бұрын
@@JustAFunnyFella no i prefer Sony
@Frosty00902 Жыл бұрын
@@jesuspacheco126i prefer microsony
@ivanplevancic3 жыл бұрын
I love how sonic just commits die when he finishes the stage.
@ghettokage61043 жыл бұрын
“Commits die”
@Supermariorpg63 жыл бұрын
You could've done the ring system like they did with Shadow The Hedgehog, so instead of loosing all of your rings you only loose like 10.
@mariannmariann20523 жыл бұрын
Heck, even the classic games limit the spawned rings to like 30, the rest just disappear!
@Supermariorpg63 жыл бұрын
@@mariannmariann2052 YEAH!
@smiley625jcs Жыл бұрын
Even though it’s 2 years later, just wanted to let you know that you can absolutely release this.
@Sidewaysmiley Жыл бұрын
Can not move well some are being let out it will take about three seconds
@cyberchicken31563 жыл бұрын
I thought Richard Scarry’s Busy Town was just a fever dream I had so I’m glad that it actually exists. Wait am I
@HopePapernacky3 жыл бұрын
I remember it so well “Who? What? When? Where? Why? How?”
@andrewstewart14643 жыл бұрын
@@HopePapernacky I'm glad I'm not the only one. I had it on the PC though, and that was back when you still had to do some DOS prompting to run stuff. Wait does that mean I'm also
@elumbreonespacial43613 жыл бұрын
ADVICE 1: When Sonic is hit no matter his number of rings, he will always drop 32 rings. The rest disappear. ADVICE 2: Apparently you can only win 2 1-UP with the rings, if you collect 300 or more it seems that you don't win anything. (You could also remove some unnecessary ring lines) ADVICE 3: One idea I have for tunnels, If you approach them the camera takes a position similar to 2D games.
@craftygamerones94943 жыл бұрын
Momentum sonic gradually gains speed
@crimsama24513 жыл бұрын
The issue with the tunnels could have been solved by having the camera "see" through the objects obscuring the inside of the tunnel itself where sonic is.
@nazthehumanАй бұрын
8:55 "passed through act one successfully, now i can jump off into the abyss with no hesitancy"