I Made Sonic the Hedgehog but it's 3D

Sdílet
Vložit
  • čas přidán 15. 01. 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...
  • Zábava

Komentáře • 6K

  • @vcjg287
    @vcjg287 Před 3 lety +3208

    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.

    • @alansmithee419
      @alansmithee419 Před 3 lety +98

      That seems rather difficult.

    • @Dukeamole
      @Dukeamole Před 3 lety +60

      Yeah that does sound hard

    • @-ZodiacPrince-
      @-ZodiacPrince- Před 3 lety +169

      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.)

    • @cst1229
      @cst1229 Před 3 lety +37

      @@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-iz5gx
      @Martin-iz5gx Před 3 lety +9

      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.blitzgaming7435
    @mr.blitzgaming7435 Před 3 lety +1190

    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.

    • @DlcEnergy
      @DlcEnergy Před 3 lety +63

      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

    • @eddievhfan1984
      @eddievhfan1984 Před 3 lety +30

      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.

    • @denravonska
      @denravonska Před 3 lety +6

      @@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-ux7gv
      @Carlos-ux7gv Před 3 lety +11

      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).

    • @lethauntic
      @lethauntic Před 3 lety +2

      "Sonic enthusiast" is overselling it a bit; most people who've played Sonic even once would know that, to be perfectly fair.

  • @abrarasaurus
    @abrarasaurus Před rokem +130

    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.

  • @overman138
    @overman138 Před rokem +27

    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
      @shrekrules444 Před 6 měsíci +2

      That is what I thought

    • @FreddyTheFrog.
      @FreddyTheFrog. Před 2 měsíci

      @@shrekrules444no you most likely didn’t

    • @yt-sh
      @yt-sh Před 2 měsíci

      exactly
      @@FreddyTheFrog. , programmers deal with problems like these all the time

    • @shrekrules444
      @shrekrules444 Před 2 měsíci

      @@FreddyTheFrog. I did

    • @FreddyTheFrog.
      @FreddyTheFrog. Před 2 měsíci

      @@shrekrules444 whatever u say

  • @randominternetwanderer6295
    @randominternetwanderer6295 Před 3 lety +488

    I like how at the end of the level, Sonic just ends it all

    • @justNexi
      @justNexi Před 3 lety +40

      "Now that I have finished the level... What's the point?"

    • @thenobody3879
      @thenobody3879 Před 3 lety +8

      That's why it's called the END

    • @BruftgamerXB2A
      @BruftgamerXB2A Před 3 lety +5

      Yeah he just falls of the universe

    • @MysteryStudioYT
      @MysteryStudioYT Před 3 lety +2

      @@justNexi NOTHING IM GOING TO DIE IVE MADE UP MY MIND

    • @bigbad75_YT
      @bigbad75_YT Před 3 lety +1

      He knew what was gonna happen in the future.

  • @skyty0
    @skyty0 Před 3 lety +323

    "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

  • @taranhebert5034
    @taranhebert5034 Před rokem +5

    I like how sonic is unaware of the water ahead and just drowns no matter what

  • @devvinay7366
    @devvinay7366 Před 7 měsíci +25

    I’m the guy who made put this model on sketch fab… Thanks Cody! I changed my CZcams account name to Goofy

  • @SwiftAsTheWind
    @SwiftAsTheWind Před 3 lety +105

    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_Gamer
      @Benbo_Gamer Před 3 lety +1

      That would work

    • @Geneolgia
      @Geneolgia Před 3 lety +4

      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

    • @suzannegigante420
      @suzannegigante420 Před 3 lety +1

      😂

    • @suzannegigante420
      @suzannegigante420 Před 3 lety +1

      Ghgghhg

  • @sosasees
    @sosasees Před 3 lety +248

    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.

  • @GlobalWarmingSkeptic
    @GlobalWarmingSkeptic Před rokem +5

    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.

  • @dansonicfan712
    @dansonicfan712 Před 2 lety +7

    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

  • @SentinelHirsc
    @SentinelHirsc Před 3 lety +220

    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

    • @theipat2951
      @theipat2951 Před 3 lety +2

      Well that's mostly in the modern sonic games

    • @SentinelHirsc
      @SentinelHirsc Před 3 lety +16

      @@theipat2951 no, even in the classics. The rest would fly offscreen and despawn

    • @theipat2951
      @theipat2951 Před 3 lety +14

      @@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

    • @epicentre7152
      @epicentre7152 Před 3 lety +8

      No, I’ve played the classics multiple times, you drop every single ring no matter how many rings you have.

    • @theipat2951
      @theipat2951 Před 3 lety +14

      Yep. They just don't show over 100 to stop the lag. I'm a person whose played all the classics

  • @thefollower2933
    @thefollower2933 Před 3 lety +427

    I think this shows why the homing attack exists

    • @Ollie.H-2301
      @Ollie.H-2301 Před 3 lety +12

      Yeah

    • @bumly7149
      @bumly7149 Před 3 lety +38

      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.

    • @bumly7149
      @bumly7149 Před 3 lety +15

      @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.

    • @JerseyDevils21
      @JerseyDevils21 Před 3 lety +4

      @@bumly7149 6 characters now? Wow, I should go back and play it

    • @bumly7149
      @bumly7149 Před 3 lety +1

      @@JerseyDevils21 I'd tell you who the extra three characters are, but I don't want to spoil the surprise :D

  • @ClickergamesU
    @ClickergamesU Před 8 měsíci +1

    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.

  • @nazarseregin2101
    @nazarseregin2101 Před rokem +1

    Wait what !That was amazing!Good work ! It's like sonic the hedgehog but it's 3d!

  • @BricksGoB00m
    @BricksGoB00m Před 3 lety +473

    “The remade green hill lacked the 3d dimension”
    Green hill act 2 and sonic adventure 2 unlockable green hill: “am ima joke to u?

    • @ThunderStormFortnite
      @ThunderStormFortnite Před 3 lety +14

      "am ima"

    • @shugaurushugs7923
      @shugaurushugs7923 Před 3 lety +11

      ya forgot sonic utopia

    • @muii6319
      @muii6319 Před 3 lety +18

      @@shugaurushugs7923 that’s a fan game, he be talking about offical ones

    • @Slimy-
      @Slimy- Před 3 lety +1

      @@ThunderStormFortnite Mistakes happen, bro.

    • @skgbop
      @skgbop Před 3 lety

      Ya forgot That One Sonic Game With The Classic Sonic And The Modern Sonic On PS4 And 3DS

  • @syweb2
    @syweb2 Před 3 lety +78

    When Sonic gets hurt, spawn a maximum of 20 rings or so. That's how it usually works in the games.

    • @ShadTheSham
      @ShadTheSham Před 3 lety +2

      I was thinking he makes a separate placeholder ring without collision that replaces with the real rings after from the pool

    • @mosti72
      @mosti72 Před 3 lety +4

      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.

    • @RandomUser8P
      @RandomUser8P Před 3 lety +1

      Damn, I just said the same thing, lol

    • @LazoLad
      @LazoLad Před 3 lety

      It’s not 20 it’s 38 or 39.

    • @syweb2
      @syweb2 Před 3 lety +2

      @@LazoLad It depends on the game. I've usually seen about 20.

  • @LazyLimeTF2
    @LazyLimeTF2 Před 19 dny +1

    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.

  • @SirPiedrecita
    @SirPiedrecita Před 7 měsíci +1

    8:33 well that's because that's not Sonic, he doesn't run fast the second he walks, he needs acceleration, he needs momentum. Sonic isn't about being fast, is about learning how to be fast. (But i can understand that would be difficult to program)

  • @WeirdBrain
    @WeirdBrain Před 3 lety +474

    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.

    • @nekit8742
      @nekit8742 Před 3 lety +45

      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

    • @diligencehumility6971
      @diligencehumility6971 Před 3 lety +10

      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_Dev
      @That_0ne_Dev Před 3 lety +14

      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

    • @jb40691
      @jb40691 Před 3 lety +1

      I was just thinking about that.

    • @george0250
      @george0250 Před 3 lety +2

      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

  • @Zer064
    @Zer064 Před 3 lety +208

    There's actually a bonus stage in Sonic Adventure 2 that is exactly like this

    • @mjallen1308
      @mjallen1308 Před 3 lety +10

      And the way they did the “tunnel” sequence was ATROCIOUS!

    • @JonGon005
      @JonGon005 Před 3 lety +9

      @@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

    • @peterpetrarca4691
      @peterpetrarca4691 Před 3 lety +2

      @@mjallen1308 lol i mean obviously we know its hard to do now...

    • @Zer064
      @Zer064 Před 3 lety +1

      @Massai Parker I wanna say its all emblems but I could be wrong

    • @slackot3423
      @slackot3423 Před 3 lety +1

      @@Zer064 It's all A ranks in all missions.

  • @aydinhenning2215
    @aydinhenning2215 Před 10 dny

    Every time I rewatch one of your videos you make me want to get back into blender

  • @EnoYaka
    @EnoYaka Před rokem +17

    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.

  • @reidarkollstrm5218
    @reidarkollstrm5218 Před 3 lety +83

    I like how when sonic finishes, he just runs into the water

    • @TrentonDoesStuff.
      @TrentonDoesStuff. Před 3 lety +12

      "Yeah! Act 1 completed!"
      *proceeds to drown*

    • @InfernoLmaoo
      @InfernoLmaoo Před 3 lety +2

      "Aw yeah! Act one completed! Now its time to drown myself for I have no purpose in life but to run!"

    • @Hutch2Much
      @Hutch2Much Před 3 lety +1

      reminds me of metal harbor from sa2 lmao

    • @MackenziiRivers
      @MackenziiRivers Před 3 lety

      i mean labyrinth one was considered to be the next zone after greenhill, so...

    • @jordancromwell
      @jordancromwell Před 3 lety

      @@MackenziiRivers No it's Marble and Spring Yard Zone and then Labyrinth.

  • @tharsis
    @tharsis Před 3 lety +1231

    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.

    • @ThyTrueNightmare
      @ThyTrueNightmare Před 3 lety +19

      I was just about to comment the ring problem when I noticed your comment!

    • @hotturnips7692
      @hotturnips7692 Před 3 lety +6

      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_xbox360
      @da_xbox360 Před 3 lety +4

      I wanted to see what the ring problem was so nice

    • @Captain-Waffles
      @Captain-Waffles Před 3 lety +5

      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.

    • @ThyTrueNightmare
      @ThyTrueNightmare Před 3 lety +3

      @@Captain-Waffles 20 max, and you would still have the underline issue of the collisions it would be to a lesser extent

  • @JustaLiriK
    @JustaLiriK Před 21 dnem

    regarding the ring concern: if i remember right the orginal aproach was to spawn a small amount of rings around Sonic, meaning in radius without colission, he could grab back and decrease the counter to zero.

  • @PyroFusionBlox
    @PyroFusionBlox Před 8 měsíci +1

    8:22 so were gonna ignore how the buzz bomber almost killed the other buzz bomber 😭

  • @josephjarman3231
    @josephjarman3231 Před 2 lety +398

    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.

    • @nuggetnugget8552
      @nuggetnugget8552 Před 2 lety +6

      Lol was about to comment that.

    • @RootBeerAddict520
      @RootBeerAddict520 Před 2 lety +14

      But still they might fall through the stage...

    • @Markystal
      @Markystal Před 2 lety +55

      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.

    • @icecremmester
      @icecremmester Před 2 lety

      @@nuggetnugget8552 same

    • @Steg1118
      @Steg1118 Před 2 lety +6

      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

  • @AnnyConducter
    @AnnyConducter Před 3 lety +67

    Me:sees the loop physics
    Also me: OH GOD ITS '06 AGAIN

    • @alif-1223
      @alif-1223 Před 3 lety +1

      NO ITS SONIC 4 AAHHH

    • @gooolixx
      @gooolixx Před 3 lety

      SONIC 064!!

    • @Benbo_Gamer
      @Benbo_Gamer Před 3 lety

      SONIC 4

    • @dcomicsxx
      @dcomicsxx Před 3 lety

      Sonic 06 wasn’t even that bad..

    • @gooolixx
      @gooolixx Před 3 lety

      @@dcomicsxx in terms of story and music, no, but in gameplay, uh, yeah its bad

  • @lakiluk4537
    @lakiluk4537 Před 16 dny

    good job I really apricate this for such a interesting video and really hard work programming is hard

  • @mrwoofroblox
    @mrwoofroblox Před 2 lety +1

    how to fix the lag spike: so bassically go into blender and try to low down the verts. And select all the verts and make them collision off in blender. Then put them into the game and select them in the pool or what you call it. And make them non collision

  • @ruccsacc
    @ruccsacc Před 3 lety +29

    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)

  • @Feefafoozle
    @Feefafoozle Před 3 lety +36

    The ring collision thing, disable their collision with the same object type and apply an impact/physics force to push them all apart.

  • @dad49998
    @dad49998 Před rokem +1

    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.

  • @alexos9011
    @alexos9011 Před rokem +1

    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

  • @CLWenter
    @CLWenter Před 3 lety +67

    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!

    • @DonteTheGuy6622
      @DonteTheGuy6622 Před 3 lety

      *hello Collin*

    • @willykempus
      @willykempus Před 3 lety

      Nice

    • @james1311na
      @james1311na Před 3 lety +1

      Wow you’re a good man, you retired respectfully and aren’t jealous or mad at all

    • @CLWenter
      @CLWenter Před 3 lety

      @Emma The Hemma Glad to hear it! It was a pleasure to tell the story! I hope your fangame goes well!

    • @CLWenter
      @CLWenter Před 3 lety

      @@james1311na So long as the project stays alive, I have no reason to be mad!

  • @somehelluvafanboy8357
    @somehelluvafanboy8357 Před 3 lety +62

    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

  • @Devious_Incorporated
    @Devious_Incorporated Před 4 měsíci +1

    For the choppers you should make them jump over the bridge rather than beside them.

  • @epicgobbleygourdfan
    @epicgobbleygourdfan Před 2 lety +1

    For the ring thing, don’t make ALL the rings get out, and just make 20 or something get out, just like SA2

  • @epsilonthedragon1249
    @epsilonthedragon1249 Před 3 lety +51

    Sonic: [stands still on the ceiling of the loop]
    Me: [“Sonic goes for a walk” flashbacks]

  • @Spin_Music
    @Spin_Music Před 3 lety +8

    4:41 oh hey thats my old sonic head render in a good use XD
    nice job on the game!

  • @dogmeat1490
    @dogmeat1490 Před 2 měsíci

    For the ring solution, make it so the rings will group up into a bigger ring, making 10 rings effectivley one larger ring.

  • @jorge111juarez
    @jorge111juarez Před rokem

    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

  • @Stevenstuff
    @Stevenstuff Před 3 lety +3205

    sad that you didn't remake Sonic 06, but great game and video nonetheless lol

  • @KeltkeGH
    @KeltkeGH Před 3 lety +27

    And this is why the Homing Attack is so useful for 3D Sonic

    • @roilo8560
      @roilo8560 Před 3 lety

      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.

    • @KeltkeGH
      @KeltkeGH Před 3 lety +6

      @@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.

    • @megablueman
      @megablueman Před 3 lety

      @@roilo8560 The Adventure games would make electric air enemies to make it more challenging

    • @kauanjos3199
      @kauanjos3199 Před 3 lety +1

      @@roilo8560 in the adventure games you need to actually manually aim that's why i think adventure style is the best for Sonic games

    • @lucassantossj
      @lucassantossj Před 3 lety

      Sonic Robo Blast 2

  • @Gensis
    @Gensis Před měsícem

    3:59 A solution would be a camera prespective change into a sidescroller view like in mario oddysey's 2d sequences

  • @_IceCreamBunny_
    @_IceCreamBunny_ Před 2 lety +4

    0:41 looks like omochao lol

  • @reuben142
    @reuben142 Před 3 lety +150

    "Sega forgot to add a third dimension to greenhill zone in Generations"
    2nd act though?????????

    • @stevenbobbybills
      @stevenbobbybills Před 3 lety +12

      I immediately thought of the Modern Sonic version too.

    • @darkbro4564
      @darkbro4564 Před 3 lety +26

      are people actually forgetting ghz in sa2 lol

    • @mrdilophosaursr410
      @mrdilophosaursr410 Před 3 lety +4

      @@darkbro4564 i was about to say that

    • @space3408
      @space3408 Před 3 lety +1

      What about 1d

    • @lemking9677
      @lemking9677 Před 3 lety +1

      @@space3408 now I know why there only 3 or4 replies

  • @creatingtailedstories
    @creatingtailedstories Před 3 lety +21

    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

  • @Oranio2010_Youtube
    @Oranio2010_Youtube Před rokem

    I Wish I Could Download Some Of Your Games. I Love Them!!

  • @CeriseandLimeStudios
    @CeriseandLimeStudios Před 2 lety +1

    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.

  • @levthelion71810
    @levthelion71810 Před 3 lety +27

    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.

  • @literalcloudytab
    @literalcloudytab Před 2 lety +173

    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

  • @imm311
    @imm311 Před 2 lety

    excellent video! God bless you and yours!

  • @Virtual_rand
    @Virtual_rand Před rokem

    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)

  • @osprey2023
    @osprey2023 Před 3 lety +23

    2:58 “ huge thanks to this guy” *then proceeds to roast his animation*

  • @MidasButSilver
    @MidasButSilver Před 3 lety +48

    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.

  • @DreamingNightmares
    @DreamingNightmares Před rokem +1

    I like how after winning sonic just jumps off the cliff

  • @bettymiller8708
    @bettymiller8708 Před měsícem +1

    Try uncolliding the rings, Works for me sometimes.

  • @beanieweenie1349
    @beanieweenie1349 Před 3 lety +43

    20 years to late, they already did this in Sonic Adventure 2

    • @beanieweenie1349
      @beanieweenie1349 Před 3 lety +2

      @Maverick Willett Isn't it called Green Grove Zone?

    • @Orichi361
      @Orichi361 Před 3 lety +1

      Sonic 4 ep 1 and 2 is 3d lol

    • @beanieweenie1349
      @beanieweenie1349 Před 3 lety +1

      @@Orichi361 yeah, but those games don't have green hill zone in them, in that game it's called splash hill zone

    • @Orichi361
      @Orichi361 Před 3 lety +1

      @@beanieweenie1349 true

    • @seijuroteichou5032
      @seijuroteichou5032 Před 3 lety +2

      @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! 🤷‍♂️

  • @meltpack8876
    @meltpack8876 Před 2 lety +305

    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.

    • @AIAdev
      @AIAdev Před rokem +12

      came here to say this :)

    • @TayoEXE
      @TayoEXE Před rokem +8

      This is the most obvious solution for anyone familiar with Unity in my opinion.

    • @squirreltv503
      @squirreltv503 Před rokem

      @@AIAdev same

    • @squirreltv503
      @squirreltv503 Před rokem +2

      @@TayoEXE same

    • @trenvert123
      @trenvert123 Před rokem +4

      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.

  • @willpower4351
    @willpower4351 Před měsícem

    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.

  • @Someoneyeeted
    @Someoneyeeted Před rokem +1

    0:33 I did NOT need that hit of nostalgia

  • @jgtv8416
    @jgtv8416 Před 3 lety +224

    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!)

    • @bloodsad
      @bloodsad Před 3 lety +25

      but he still used other people's models possibly without permission

    • @SleepyMario
      @SleepyMario Před 3 lety +7

      U got a point

    • @KrazylifeYT
      @KrazylifeYT Před 3 lety +38

      they were free models...

    • @bloodsad
      @bloodsad Před 3 lety +9

      @@KrazylifeYT oopsies im dumb

    • @SleepyMario
      @SleepyMario Před 3 lety +5

      @@KrazylifeYT ye so

  • @sossisthenotsossig
    @sossisthenotsossig Před 3 lety +7

    0:44 bro, its in almost every game that was loved by the fanbase. SA2, SG (as you just said), Sonic Mania, etc.

  • @ZillaYT.
    @ZillaYT. Před rokem +1

    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

  • @dr.sabertooth3025
    @dr.sabertooth3025 Před měsícem

    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

  • @christiankettlewell
    @christiankettlewell Před 3 lety +28

    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.

    • @RyanNeoHedgehogOfficial
      @RyanNeoHedgehogOfficial Před 2 lety +1

      30*, he only drops 30.

    • @christiankettlewell
      @christiankettlewell Před 2 lety +1

      @@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

    • @tayamikaokwudire8039
      @tayamikaokwudire8039 Před rokem +1

      @@RyanNeoHedgehogOfficial it’s 32

  • @dexyuzs
    @dexyuzs Před 3 lety +63

    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 ;)

  • @GreninjaPlays55
    @GreninjaPlays55 Před 10 měsíci

    This is awesome!!! You should do chemical plant next

  • @wayback10
    @wayback10 Před měsícem

    For the rings, you can make a giant ring and when you collect the giant ring, you get all your rings back.

  • @MDG-mykys
    @MDG-mykys Před 3 lety +14

    0:30 omg, I forgot about that cartoon

  • @Kapin05
    @Kapin05 Před 3 lety +23

    Consider lowering the acceleration, in the original games he takes time to gain speed and slow down.

    • @Hyper_Nova324
      @Hyper_Nova324 Před 3 lety

      Yeah like I said just give him momentum based movement

  • @averagecodegame
    @averagecodegame Před rokem +1

    Uhh, maybe try turning off collisions for a second, moving them away from each other just enough to stop the lag spike, then give them random velocities to make it seem like they fly out of sonic. Then again, I don't know because I don't do Unity.

  • @verycoolguy64
    @verycoolguy64 Před rokem +1

    to fix the ring lag issue (probably wont work but my idea) 1 idea: make it 20 rings instead of 200 or 100
    2 idea: make it so rings wont collide for a moment so they wont make lag

  • @ivannn0222
    @ivannn0222 Před 3 lety +30

    And then you realize Sonic Adventure 2 did the same thing as a secret level

  • @ProjectKhanCS
    @ProjectKhanCS Před 2 lety +16

    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

  • @tigglesbruh
    @tigglesbruh Před 4 měsíci

    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)

  • @DoggyWorldEnterprisesOffical
    @DoggyWorldEnterprisesOffical Před měsícem +1

    Cloning could work for the rings lagging out.

  • @BlueXnAaron7063
    @BlueXnAaron7063 Před 3 lety +10

    3:41
    Yey sonic 06 physics :D
    PHYSICA FROM MY FAVORITE SONIG GAME!

  • @tizianopetela6068
    @tizianopetela6068 Před 3 lety +43

    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"

    • @pixelfoxshouse
      @pixelfoxshouse Před 3 lety +1

      he probably knows, but did not bother and left the bad 06 physics there

    • @Storm725
      @Storm725 Před 3 lety +1

      I think he knows what momentum is

  • @notcorrect
    @notcorrect Před rokem +4

    I'm sitting here wondering if he ever played Green Hill in Sonic Adventure 2. That level is exactly what he wants to make.

    • @davidsk6567
      @davidsk6567 Před rokem

      Sadly Sega locked that behind getting A rank on literally every level

    • @Phillylove100
      @Phillylove100 Před rokem

      @@davidsk6567 One of my craziest accomplishments was finally doing that and playing green hill.

  • @chongtianzhu7271
    @chongtianzhu7271 Před rokem

    Good job bro!

  • @vincentphillips2933
    @vincentphillips2933 Před 2 lety +61

    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.

    • @blaze8862
      @blaze8862 Před 2 lety +1

      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.

    • @vincentphillips2933
      @vincentphillips2933 Před 2 lety +2

      @@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.

    • @diartriwidayanti7234
      @diartriwidayanti7234 Před 2 lety +1

      Apa

  • @OceanWarzGTFO
    @OceanWarzGTFO Před 3 lety +58

    Yeeeeah, this is why Sonic Generations didn't remake GreenHill in "3D"

    • @SNBreal
      @SNBreal Před 3 lety

      @@TohuBohuC it was a joke

    • @TohuBohuC
      @TohuBohuC Před 3 lety

      @@SNBreal ye my b

    • @Helicopter7
      @Helicopter7 Před 3 lety

      what about modern green hill?

    • @livretro
      @livretro Před 3 lety +3

      Sonic adventure 2 secret level

    • @KaiserMattTygore927
      @KaiserMattTygore927 Před 3 lety +1

      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.

  • @officialrazing929
    @officialrazing929 Před rokem

    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

  • @LeaffyTV
    @LeaffyTV Před 2 lety

    This is very cool

  • @crueltuber2887
    @crueltuber2887 Před 3 lety +11

    You could have made the fish jump over the bridges otherwise they're just cosmetic

    • @SgtSega
      @SgtSega Před 2 lety +1

      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.

  • @stefanspelt3578
    @stefanspelt3578 Před 3 lety +24

    0:38 Remember when Sonic Adventure 2 released... Witch also featured a remake of Green Hill zone?
    In 3D...

  • @space_mcaw
    @space_mcaw Před rokem

    For the ring problem you make it so that the ring collision gets turned off for 1 second so they don’t collide with each other and when the collision turns back on the rings would be spread out.

  • @iiropeltonen
    @iiropeltonen Před 2 lety

    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?

  • @KOSCOOT
    @KOSCOOT Před 3 lety +44

    Sonic: clears stage
    Also sonic: guess I'll die

  • @polple7748
    @polple7748 Před 3 lety +6

    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.

    • @Keanine
      @Keanine Před 3 lety

      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!

  • @voidshadow
    @voidshadow Před rokem +1

    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

  • @CalebStafford
    @CalebStafford Před 6 měsíci

    Here is what to do for the rings thing (i think) add a wait value for 1 second and after every second it will make 10 rings get lost instead of them all at once

  • @pinballconejo
    @pinballconejo Před 2 lety +8

    2:12 ah yes, my Favorite company, *F O N Y*

  • @yourlocalrapistneighbor2794

    When sonic is upside down on the loop
    Me: sonic 06 is that you

  • @dr.soufianeabdouh2991
    @dr.soufianeabdouh2991 Před 2 lety

    Good job !

  • @imranagnaou
    @imranagnaou Před 5 měsíci

    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!