I Made Sonic the Hedgehog but it's 3D

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 6K

  • @vcjg287
    @vcjg287 3 ปีที่แล้ว +3361

    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 3 ปีที่แล้ว +104

      That seems rather difficult.

    • @LukeyFooty
      @LukeyFooty 3 ปีที่แล้ว +65

      Yeah that does sound hard

    • @-ZodiacPrince-
      @-ZodiacPrince- 3 ปีที่แล้ว +178

      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 3 ปีที่แล้ว +39

      @@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 3 ปีที่แล้ว +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 3 ปีที่แล้ว +1288

    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 3 ปีที่แล้ว +68

      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 3 ปีที่แล้ว +31

      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 3 ปีที่แล้ว +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 3 ปีที่แล้ว +13

      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 3 ปีที่แล้ว +2

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

  • @SentinelHirsc
    @SentinelHirsc 3 ปีที่แล้ว +236

    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 3 ปีที่แล้ว +2

      Well that's mostly in the modern sonic games

    • @SentinelHirsc
      @SentinelHirsc 3 ปีที่แล้ว +17

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

    • @theipat2951
      @theipat2951 3 ปีที่แล้ว +15

      @@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 3 ปีที่แล้ว +8

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

    • @theipat2951
      @theipat2951 3 ปีที่แล้ว +15

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

  • @abrarasaurus
    @abrarasaurus 2 ปีที่แล้ว +160

    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
      @jasminewalker999 ปีที่แล้ว

      huh?

    • @DanialDEcool
      @DanialDEcool ปีที่แล้ว +10

      @@jasminewalker999read

    • @XTHHedgehog
      @XTHHedgehog ปีที่แล้ว +8

      ​@@DanialDEcoolRight. Abrar explained it pretty damn clearly 😂

    • @XAutumnXonYT
      @XAutumnXonYT 10 หลายเดือนก่อน +6

      Exactly what I was gonna say

  • @sosasees
    @sosasees 3 ปีที่แล้ว +287

    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.

  • @tharsis
    @tharsis 3 ปีที่แล้ว +1235

    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 3 ปีที่แล้ว +19

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

    • @hotturnips7692
      @hotturnips7692 3 ปีที่แล้ว +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 3 ปีที่แล้ว +4

      I wanted to see what the ring problem was so nice

    • @Captain-Waffles
      @Captain-Waffles 3 ปีที่แล้ว +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 3 ปีที่แล้ว +3

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

  • @skyty0
    @skyty0 3 ปีที่แล้ว +346

    "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-rt8hg
      @bob-rt8hg 3 ปีที่แล้ว +14

      i mean dont saga remake green hill in every sonic game lol

    • @HeaIthyVortex
      @HeaIthyVortex 3 ปีที่แล้ว +6

      And mania

    • @LBoyBen
      @LBoyBen 3 ปีที่แล้ว +1

      Haha nice

    • @mr_floax
      @mr_floax 3 ปีที่แล้ว +2

      The mobile games

    • @HeaIthyVortex
      @HeaIthyVortex 3 ปีที่แล้ว +1

      @@mr_floax no there just the same game on a different system l

  • @overman138
    @overman138 ปีที่แล้ว +34

    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 ปีที่แล้ว +2

      That is what I thought

    • @holycow2013
      @holycow2013 8 หลายเดือนก่อน

      @@shrekrules444no you most likely didn’t

    • @yt-sh
      @yt-sh 8 หลายเดือนก่อน

      exactly
      @@holycow2013 , programmers deal with problems like these all the time

    • @shrekrules444
      @shrekrules444 8 หลายเดือนก่อน

      @@holycow2013 I did

    • @holycow2013
      @holycow2013 8 หลายเดือนก่อน

      @@shrekrules444 whatever u say

  • @SwiftAsTheWind
    @SwiftAsTheWind 3 ปีที่แล้ว +108

    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 3 ปีที่แล้ว +2

      That would work

    • @Geneolgia
      @Geneolgia 3 ปีที่แล้ว +6

      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 3 ปีที่แล้ว +1

      😂

    • @suzannegigante420
      @suzannegigante420 3 ปีที่แล้ว +1

      Ghgghhg

  • @WeirdBrain
    @WeirdBrain 3 ปีที่แล้ว +476

    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 3 ปีที่แล้ว +46

      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 3 ปีที่แล้ว +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 3 ปีที่แล้ว +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

    • @george0250
      @george0250 3 ปีที่แล้ว +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

    • @Sapov
      @Sapov 3 ปีที่แล้ว +1

      Also thats how the original game work if im not wrong

  • @Br1ckCulture
    @Br1ckCulture 3 ปีที่แล้ว +487

    “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 3 ปีที่แล้ว +16

      "am ima"

    • @shugaurushugs7923
      @shugaurushugs7923 3 ปีที่แล้ว +11

      ya forgot sonic utopia

    • @muii6319
      @muii6319 3 ปีที่แล้ว +18

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

    • @Slimy-
      @Slimy- 3 ปีที่แล้ว +1

      @@ThunderStormFortnite Mistakes happen, bro.

    • @luziiiii
      @luziiiii 3 ปีที่แล้ว

      @SKGbop's Channel on ps4,ps3,ps2,xbox 360,xbox one and 3ds*

  • @taranhebert5034
    @taranhebert5034 2 ปีที่แล้ว +8

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

  • @CLWenter
    @CLWenter 3 ปีที่แล้ว +69

    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 3 ปีที่แล้ว

      *hello Collin*

    • @willykempus
      @willykempus 3 ปีที่แล้ว

      Nice

    • @james1311na
      @james1311na 3 ปีที่แล้ว +1

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

    • @CLWenter
      @CLWenter 3 ปีที่แล้ว

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

    • @CLWenter
      @CLWenter 3 ปีที่แล้ว

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

  • @Stevenstuff
    @Stevenstuff 3 ปีที่แล้ว +3194

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

    • @gamedevperson
      @gamedevperson 3 ปีที่แล้ว +15

      Steven Also First

    • @CallMeLilDee
      @CallMeLilDee 3 ปีที่แล้ว +11

      Hey Steven love ur vids

    • @gr4babeam
      @gr4babeam 3 ปีที่แล้ว +11

      Been wanting to see you two collab, so at least I know you watch him

    • @silverfighter4629
      @silverfighter4629 3 ปีที่แล้ว +8

      Hi steven

    • @gr4babeam
      @gr4babeam 3 ปีที่แล้ว +6

      Right?!

  • @thefollower2933
    @thefollower2933 3 ปีที่แล้ว +441

    I think this shows why the homing attack exists

    • @Ollie.H-23
      @Ollie.H-23 3 ปีที่แล้ว +12

      Yeah

    • @bumly7149
      @bumly7149 3 ปีที่แล้ว +41

      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 3 ปีที่แล้ว +16

      @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 3 ปีที่แล้ว +4

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

    • @bumly7149
      @bumly7149 3 ปีที่แล้ว +1

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

  • @goofyyoutubes
    @goofyyoutubes ปีที่แล้ว +31

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

  • @josephjarman3231
    @josephjarman3231 3 ปีที่แล้ว +395

    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 2 ปีที่แล้ว +6

      Lol was about to comment that.

    • @RootBeerAddict520
      @RootBeerAddict520 2 ปีที่แล้ว +14

      But still they might fall through the stage...

    • @Markystal
      @Markystal 2 ปีที่แล้ว +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 2 ปีที่แล้ว

      @@nuggetnugget8552 same

    • @Steg1118
      @Steg1118 2 ปีที่แล้ว +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

  • @syweb2
    @syweb2 3 ปีที่แล้ว +81

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

    • @ShadTheSham
      @ShadTheSham 3 ปีที่แล้ว +2

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

    • @mosti72
      @mosti72 3 ปีที่แล้ว +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 3 ปีที่แล้ว +1

      Damn, I just said the same thing, lol

    • @LazoLad
      @LazoLad 3 ปีที่แล้ว

      It’s not 20 it’s 38 or 39.

    • @syweb2
      @syweb2 3 ปีที่แล้ว +2

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

  • @RetroZero64
    @RetroZero64 3 ปีที่แล้ว +209

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

    • @mjallen1308
      @mjallen1308 3 ปีที่แล้ว +10

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

    • @JonGon005
      @JonGon005 3 ปีที่แล้ว +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 3 ปีที่แล้ว +2

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

    • @RetroZero64
      @RetroZero64 3 ปีที่แล้ว +1

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

    • @slackot3423
      @slackot3423 3 ปีที่แล้ว +1

      @@RetroZero64 It's all A ranks in all missions.

  • @GlobalWarmingSkeptic
    @GlobalWarmingSkeptic 2 ปีที่แล้ว +6

    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.

  • @ruccsacc
    @ruccsacc 3 ปีที่แล้ว +30

    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)

  • @reidarkollstrm5218
    @reidarkollstrm5218 3 ปีที่แล้ว +85

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

    • @TrentonDoesStuff.
      @TrentonDoesStuff. 3 ปีที่แล้ว +12

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

    • @InfernoLmaoo
      @InfernoLmaoo 3 ปีที่แล้ว +2

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

    • @Hutch2Much
      @Hutch2Much 3 ปีที่แล้ว +1

      reminds me of metal harbor from sa2 lmao

    • @MackenziiRivers
      @MackenziiRivers 3 ปีที่แล้ว

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

    • @jordancromwell
      @jordancromwell 3 ปีที่แล้ว

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

  • @Feefafoozle
    @Feefafoozle 3 ปีที่แล้ว +35

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

  • @Swagmaster07
    @Swagmaster07 หลายเดือนก่อน +1

    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 👍

  • @creatingtailedstories
    @creatingtailedstories 3 ปีที่แล้ว +22

    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

  • @Spin_Music
    @Spin_Music 3 ปีที่แล้ว +9

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

  • @somehelluvafanboy8357
    @somehelluvafanboy8357 3 ปีที่แล้ว +63

    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

    • @burakkyi
      @burakkyi 3 ปีที่แล้ว

      First reply

    • @joechristo2
      @joechristo2 3 ปีที่แล้ว

      @@burakkyi congrats

  • @kyebelmont3498
    @kyebelmont3498 6 หลายเดือนก่อน

    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?

  • @AnnyConducter
    @AnnyConducter 3 ปีที่แล้ว +68

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

    • @alif-1223
      @alif-1223 3 ปีที่แล้ว +1

      NO ITS SONIC 4 AAHHH

    • @gooolixx
      @gooolixx 3 ปีที่แล้ว

      SONIC 064!!

    • @Benbo_Gamer
      @Benbo_Gamer 3 ปีที่แล้ว

      SONIC 4

    • @dcomicsxx
      @dcomicsxx 3 ปีที่แล้ว

      Sonic 06 wasn’t even that bad..

    • @gooolixx
      @gooolixx 3 ปีที่แล้ว

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

  • @levthelion71810
    @levthelion71810 3 ปีที่แล้ว +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 3 ปีที่แล้ว +172

    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_Archives
      @Toast642_Archives 2 ปีที่แล้ว +4

      but make the rest big rings

    • @literalcloudytab
      @literalcloudytab 2 ปีที่แล้ว +1

      @@Toast642_Archives why tho?

    • @Toast642_Archives
      @Toast642_Archives 2 ปีที่แล้ว

      @@literalcloudytab Sonic mania reference

    • @LuigiXHero
      @LuigiXHero 2 ปีที่แล้ว +1

      actually it's 32 rings

    • @bluewave5
      @bluewave5 2 ปีที่แล้ว +1

      @@Toast642_Archives would rather be a good idea if we make the blue ring monitor first

  • @FifthColoroftheRainbow
    @FifthColoroftheRainbow 27 วันที่ผ่านมา +1

    We all love this guy, but it begs the question, What Can't Cody Eat?

  • @epsilonthedragon1249
    @epsilonthedragon1249 3 ปีที่แล้ว +51

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

    • @TheOneGaming0
      @TheOneGaming0 3 ปีที่แล้ว +4

      Sonic 4

    • @EkoPrasetio
      @EkoPrasetio 3 ปีที่แล้ว +1

      @@TheOneGaming0 nah sonic 06

    • @pinkertonbyweezer
      @pinkertonbyweezer 3 ปีที่แล้ว

      @@EkoPrasetio both

    • @EkoPrasetio
      @EkoPrasetio 3 ปีที่แล้ว

      @@pinkertonbyweezer nah sonic 4 doesnt let u stand on the ceiling

    • @EkoPrasetio
      @EkoPrasetio 3 ปีที่แล้ว

      @Rëápērš Îñ Thé Dårk but not the ceiling

  • @jgtv8416
    @jgtv8416 3 ปีที่แล้ว +223

    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 3 ปีที่แล้ว +24

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

    • @SleepyMario
      @SleepyMario 3 ปีที่แล้ว +7

      U got a point

    • @KrazylifeYT
      @KrazylifeYT 3 ปีที่แล้ว +38

      they were free models...

    • @bloodsad
      @bloodsad 3 ปีที่แล้ว +9

      @@KrazylifeYT oopsies im dumb

    • @SleepyMario
      @SleepyMario 3 ปีที่แล้ว +5

      @@KrazylifeYT ye so

  • @ivannn0222
    @ivannn0222 3 ปีที่แล้ว +60

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

    • @theUnstoppableSeb
      @theUnstoppableSeb 5 หลายเดือนก่อน +1

      Same with when your chasing the drone with the gem

  • @Gensis
    @Gensis 7 หลายเดือนก่อน +1

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

  • @reuben142
    @reuben142 3 ปีที่แล้ว +151

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

    • @stevenbobbybills
      @stevenbobbybills 3 ปีที่แล้ว +12

      I immediately thought of the Modern Sonic version too.

    • @darkbro4564
      @darkbro4564 3 ปีที่แล้ว +27

      are people actually forgetting ghz in sa2 lol

    • @mrdilophosaursr410
      @mrdilophosaursr410 3 ปีที่แล้ว +4

      @@darkbro4564 i was about to say that

    • @space3408
      @space3408 3 ปีที่แล้ว +1

      What about 1d

    • @lemking9677
      @lemking9677 3 ปีที่แล้ว +1

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

  • @KeltkeGH
    @KeltkeGH 3 ปีที่แล้ว +29

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

    • @roilo8560
      @roilo8560 3 ปีที่แล้ว +1

      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 3 ปีที่แล้ว +8

      @@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 3 ปีที่แล้ว

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

    • @kauanjos3199
      @kauanjos3199 3 ปีที่แล้ว +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 3 ปีที่แล้ว +1

      Sonic Robo Blast 2

  • @ProjectKhanCS
    @ProjectKhanCS 3 ปีที่แล้ว +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

  • @ZillaYT.
    @ZillaYT. ปีที่แล้ว +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

  • @MidasButSilver
    @MidasButSilver 3 ปีที่แล้ว +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.

    • @MrStrikecentral
      @MrStrikecentral 3 ปีที่แล้ว +5

      The maximum is 50 rings actually.

    • @ralph3146
      @ralph3146 3 ปีที่แล้ว +1

      The maximum is 50 when you take damage from spikes and 30 for all other damage.

    • @MidasButSilver
      @MidasButSilver 3 ปีที่แล้ว +1

      Well Im sure it was different per game; I remember it from SA2B and Im pretty sure it was like 20

    • @craftygamerones9494
      @craftygamerones9494 3 ปีที่แล้ว

      @@MidasButSilver that is true

    • @cerealkeepsyougoingeveryda555
      @cerealkeepsyougoingeveryda555 3 ปีที่แล้ว

      Wait I thought it was 32

  • @dexyuzs
    @dexyuzs 3 ปีที่แล้ว +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 ;)

  • @christiankettlewell
    @christiankettlewell 3 ปีที่แล้ว +27

    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 3 ปีที่แล้ว +1

      30*, he only drops 30.

    • @christiankettlewell
      @christiankettlewell 3 ปีที่แล้ว +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 2 ปีที่แล้ว +1

      @@RyanNeoHedgehogOfficial it’s 32

  • @nazarseregin2101
    @nazarseregin2101 2 ปีที่แล้ว +1

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

  • @dansonicfan712
    @dansonicfan712 2 ปีที่แล้ว +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

  • @meltpack8876
    @meltpack8876 3 ปีที่แล้ว +302

    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 2 ปีที่แล้ว +12

      came here to say this :)

    • @TayoEXE
      @TayoEXE 2 ปีที่แล้ว +8

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

    • @squirreltv503
      @squirreltv503 2 ปีที่แล้ว

      @@AIAdev same

    • @squirreltv503
      @squirreltv503 2 ปีที่แล้ว +2

      @@TayoEXE same

    • @trenvert123
      @trenvert123 2 ปีที่แล้ว +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.

  • @osprey2023
    @osprey2023 3 ปีที่แล้ว +23

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

    • @burgerweegy5121
      @burgerweegy5121 3 ปีที่แล้ว +4

      He said when he imported them into unity

  • @ClickergamesU
    @ClickergamesU ปีที่แล้ว +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.

  • @vincentphillips2933
    @vincentphillips2933 3 ปีที่แล้ว +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 3 ปีที่แล้ว +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 3 ปีที่แล้ว +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 2 ปีที่แล้ว +1

      Apa

  • @BabuBabu-ip6oh
    @BabuBabu-ip6oh 3 ปีที่แล้ว +81

    3:39 you've already taken the first step to remaking sonic 06

  • @charliedetweiler4298
    @charliedetweiler4298 3 ปีที่แล้ว +15

    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.

  • @LazyLimeTF2
    @LazyLimeTF2 7 หลายเดือนก่อน +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.

  • @mann-nova9392
    @mann-nova9392 3 ปีที่แล้ว +6

    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.

    • @Helicopter7
      @Helicopter7 3 ปีที่แล้ว

      “He just accelerates instantly”
      Just like forces

  • @Kapin05
    @Kapin05 3 ปีที่แล้ว +23

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

    • @Hyper_Nova324
      @Hyper_Nova324 3 ปีที่แล้ว

      Yeah like I said just give him momentum based movement

  • @FruityPolTV
    @FruityPolTV 3 ปีที่แล้ว +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 3 ปีที่แล้ว

      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!

  • @johnnyhabsburg8104
    @johnnyhabsburg8104 2 ปีที่แล้ว +2

    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?

  • @monocero_skies5846
    @monocero_skies5846 3 ปีที่แล้ว +14

    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

  • @Sans_Equisde
    @Sans_Equisde 3 ปีที่แล้ว +13

    How a sonic fan, i can say, this is so beatiful and incredible but You forget the spindash
    3:39 “sonic 2006 moment”

    • @MauveDash
      @MauveDash 3 ปีที่แล้ว +2

      Sonic 1 doesn't have the spindash

    • @thehedgehoggamer8471
      @thehedgehoggamer8471 3 ปีที่แล้ว

      @@MauveDash yep you are right

    • @Sans_Equisde
      @Sans_Equisde 3 ปีที่แล้ว

      @@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

  • @stefanspelt3578
    @stefanspelt3578 3 ปีที่แล้ว +24

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

  • @SAF_Sonic
    @SAF_Sonic 4 หลายเดือนก่อน +2

    I love how when you beat the level sonic just falls into endless nothingness 8:53

  • @tizianopetela6068
    @tizianopetela6068 3 ปีที่แล้ว +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 3 ปีที่แล้ว +1

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

    • @Storm725
      @Storm725 3 ปีที่แล้ว +1

      I think he knows what momentum is

  • @beanieweenie1349
    @beanieweenie1349 3 ปีที่แล้ว +43

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

    • @beanieweenie1349
      @beanieweenie1349 3 ปีที่แล้ว +2

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

    • @Orichi361
      @Orichi361 3 ปีที่แล้ว +1

      Sonic 4 ep 1 and 2 is 3d lol

    • @beanieweenie1349
      @beanieweenie1349 3 ปีที่แล้ว +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 3 ปีที่แล้ว +1

      @@beanieweenie1349 true

    • @seijuroteichou5032
      @seijuroteichou5032 3 ปีที่แล้ว +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! 🤷‍♂️

  • @Cheese_Mans
    @Cheese_Mans 3 ปีที่แล้ว +4

    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

  • @alexos9011
    @alexos9011 2 ปีที่แล้ว +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

  • @MrChillyWilly88
    @MrChillyWilly88 3 ปีที่แล้ว +7

    The thumbnail made me think you made a Paper Sonic...I was sad when I found out this wasn’t the case lol.

  • @OceanWarzGTFO
    @OceanWarzGTFO 3 ปีที่แล้ว +57

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

    • @SNBreal
      @SNBreal 3 ปีที่แล้ว

      @@TohuBohuC it was a joke

    • @TohuBohuC
      @TohuBohuC 3 ปีที่แล้ว

      @@SNBreal ye my b

    • @Helicopter7
      @Helicopter7 3 ปีที่แล้ว

      what about modern green hill?

    • @livretro
      @livretro 3 ปีที่แล้ว +3

      Sonic adventure 2 secret level

    • @KaiserMattTygore927
      @KaiserMattTygore927 3 ปีที่แล้ว +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.

  • @MDG-mykys
    @MDG-mykys 3 ปีที่แล้ว +15

    0:30 omg, I forgot about that cartoon

  • @theotimeyt
    @theotimeyt 2 หลายเดือนก่อน +3

    0:48 shall haunt my nightmares

  • @Milkyfresh-bz3to
    @Milkyfresh-bz3to 3 ปีที่แล้ว +4

    This video made me realize how crazy and awesome the whole SRB2 scene is...

  • @AceRobloxOfficial
    @AceRobloxOfficial 3 ปีที่แล้ว +4

    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

  • @sovietrussia1827
    @sovietrussia1827 3 ปีที่แล้ว +7

    When you cant find a model of neutron. Him: 5:19

  • @PizzaToonsCK
    @PizzaToonsCK 3 หลายเดือนก่อน

    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

  • @CaptainSaumon
    @CaptainSaumon 3 ปีที่แล้ว +20

    For the rings, put the collisions only one second after they appear instead of activating the collisions right away

  • @JerryOhh
    @JerryOhh 3 ปีที่แล้ว +4

    Nice Environment Background Building and Inside House 1:45 😂✌

    • @dashy111
      @dashy111 2 ปีที่แล้ว +1

      Me too i love 🤩🤩🤩🤩🤩👍👍👍

  • @Saxjon
    @Saxjon 3 ปีที่แล้ว +5

    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.

  • @Cherrylime_Studios
    @Cherrylime_Studios 2 ปีที่แล้ว +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.

  • @KOSCOOT
    @KOSCOOT 3 ปีที่แล้ว +44

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

  • @rocket410tv7
    @rocket410tv7 3 ปีที่แล้ว +4

    3:40 Sonic 06 is that you?? (Im not hating on this guy and he makes epic recreation of games and i hope he remakes Emerald Hill Zone on Sonic 2.)

  • @sossisthenotsossig
    @sossisthenotsossig 3 ปีที่แล้ว +7

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

  • @EnoYaka
    @EnoYaka 2 ปีที่แล้ว +16

    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.

  • @yiannoscyprus
    @yiannoscyprus 3 ปีที่แล้ว +9

    I love how after he finishes the level, sonic sees no point in life and just kills himself

    • @bababooey4992
      @bababooey4992 3 ปีที่แล้ว +2

      "I have won... But at what cost?"

  • @cod73161
    @cod73161 3 ปีที่แล้ว +8

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

    • @JustAFunnyFella
      @JustAFunnyFella 2 ปีที่แล้ว +1

      Personally, I prefer "Sorny".

    • @jesuspacheco126
      @jesuspacheco126 ปีที่แล้ว

      @@JustAFunnyFella no i prefer Sony

    • @Frosty00902
      @Frosty00902 ปีที่แล้ว

      @@jesuspacheco126i prefer microsony

  • @Jake-vg3it
    @Jake-vg3it 3 ปีที่แล้ว +5

    For tunnels, could've done something like having the wall "fade away" where the camera is pointing at sonic. Kinda like in mario odyssey

  • @voidshadow
    @voidshadow 2 ปีที่แล้ว +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

  • @littlehero360
    @littlehero360 3 ปีที่แล้ว +6

    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?

  • @crueltuber2887
    @crueltuber2887 3 ปีที่แล้ว +11

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

    • @SgtSega
      @SgtSega 3 ปีที่แล้ว +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.

  • @tinyguy9398
    @tinyguy9398 3 ปีที่แล้ว +5

    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.

  • @TrentonDoesStuff.
    @TrentonDoesStuff. ปีที่แล้ว

    all i can think of with the ring issue is a sort of "limit" to how many rings you can drop. like if you have 300 rings and get hit, you only drop around 30-40.
    also you forgot something very important in this video
    sonic has gradual speed build up. in your game he just jarring-ly snaps to speed.

  • @redstreak9430
    @redstreak9430 3 ปีที่แล้ว +11

    This is just SA2 Green Hill with extra steps.
    Regardless, not bad for a recreation.

  • @justNexi
    @justNexi 3 ปีที่แล้ว +9

    You could just make the rings not collide with each other, or maybe try turning them into particles.

    • @mpasqui228
      @mpasqui228 3 ปีที่แล้ว +2

      With unitys particles sistem

    • @gamermapper
      @gamermapper 3 ปีที่แล้ว

      Idk how this works but if rings are particles can they still be collected by sonic?

    • @justNexi
      @justNexi 3 ปีที่แล้ว +1

      @@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)

  • @aresdraguna
    @aresdraguna 2 ปีที่แล้ว +15

    Solution for lag (I don't know if it was offered):
    Since you already have them in a pool, make an animation that will have the rings fall at specific locations then spawn real objects instead (collision free)

  • @verycoolguy64
    @verycoolguy64 ปีที่แล้ว +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

  • @cryogen1482
    @cryogen1482 3 ปีที่แล้ว +4

    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

  • @Supermariorpg6
    @Supermariorpg6 3 ปีที่แล้ว +8

    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.

    • @mariannmariann2052
      @mariannmariann2052 3 ปีที่แล้ว +2

      Heck, even the classic games limit the spawned rings to like 30, the rest just disappear!

    • @Supermariorpg6
      @Supermariorpg6 3 ปีที่แล้ว

      @@mariannmariann2052 YEAH!

  • @Pacheeta
    @Pacheeta 2 ปีที่แล้ว +6

    at 4:25 the dad say are ya winning son : sonic gamer yes dad

  • @MINTGREENYT369
    @MINTGREENYT369 2 ปีที่แล้ว

    *8:52* sonic: YAY I BEAT THE LEVEL *proceeds to commit oof* thats some high quality entertainment right there (not sarcastic you seriously have the most intelligent and smart creations, but you also keep a good amount of humor in it :] keep up the great work also you earned a sub :] )

  • @crimsama2451
    @crimsama2451 3 ปีที่แล้ว +4

    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.

  • @jaytheminecraftgenius9539
    @jaytheminecraftgenius9539 3 ปีที่แล้ว +6

    The song at the gameplay, it sounds depressing 8:13

  • @elumbreonespacial4361
    @elumbreonespacial4361 3 ปีที่แล้ว +4

    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.

  • @bettymiller8708
    @bettymiller8708 8 หลายเดือนก่อน +1

    Try uncolliding the rings, Works for me sometimes.