I Made Sonic the Hedgehog but it's 3D

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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.

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3D Models Used:

Classic Sonic - clwent:

GoalPost, Chopper, Crabmeat, Motobug, Buzz Bomber - blacktailsthefox:

Palm Tree - Anna Vidal (Milaein):

CRT Monitor - James.Harness:

Sunflower -Ingenuitee:

Lowpoly Log - Aullwen:

Totem - themanyone:

Spring - shahrukh7587:

Rock - Bull studios:

Grass - cameronac:

Purple Flower - anyaachan:

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Music:
"Voxel Revolution", "Cyborg Ninja", "Mega Hyper Ultrastorm", "Getting it Done"
Licensed under Creative Commons: By Attribution 4.0 License
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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.

vcjg
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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.

mr.blitzgaming
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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.

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

taranhebert
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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

SentinelHirsc
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"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

skyty
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“The remade green hill lacked the 3d dimension”

Green hill act 2 and sonic adventure 2 unlockable green hill: “am ima joke to u?

BrckCulture
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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.

abrarasaurus
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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.

SwiftAsTheWind
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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.

tharsis
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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.

WeirdBrain
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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

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

syweb
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I think this shows why the homing attack exists

thefollower
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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!

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

goofyyoutubes
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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.

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

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

AnnyConducter
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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.

GlobalWarmingSkeptic