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Sonic 4 2.5d fangame thing This took me 6 months and it still looks like crap

#1 User is offline Azurite 

Posted 20 July 2017 - 04:05 PM

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So I've been working on this sonic thing for 6 months now and it's really starting to look good. It's based on the hedgephysics engine, Now you may ask. But Hedgephysics is a 3d engine? But i found it works great in 2d too, So here's my thing. Excuse the bad quality please!

Also please don't hate on this for being similar to sonic 4.


This post has been edited by Overlord: 20 July 2017 - 05:04 PM
Reason for edit: Remove the s in https

#2 User is offline Mega Spit 

Posted 20 July 2017 - 05:18 PM

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It looks interesting to me, although it doesn't seem that there is a lot to see yet.

I don't think that most people will hate on it for looking like Sonic 4. The visuals of Sonic 4 were pretty low on the list of complains. As long as it has better physics and level design, people will enjoy it.

#3 User is offline Azurite 

Posted 21 July 2017 - 03:50 AM

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The HedgePhysics engine isn't actually that good at slopes as you can see in the video, there are so many bugs that I don't know how to iron out

#4 User is offline Lobotomy 

Posted 21 July 2017 - 04:23 AM

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You'll have to find out how it handles slopes to begin with. See if it does it by way of ticked line trace -> get surface normal -> interp character rotation to surface normal, maybe? I dunno, shot in the dark. In any case, you'll have to add conditions to the slope handler to account for things like being idle, or whether or not you're in running state, or what have you. All I can say is that it isn't the fun part.
This post has been edited by Lobotomy: 21 July 2017 - 04:27 AM

#5 User is offline Azurite 

Posted 21 July 2017 - 02:57 PM

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View PostLobotomy, on 21 July 2017 - 04:23 AM, said:

You'll have to find out how it handles slopes to begin with. See if it does it by way of ticked line trace -> get surface normal -> interp character rotation to surface normal, maybe? I dunno, shot in the dark. In any case, you'll have to add conditions to the slope handler to account for things like being idle, or whether or not you're in running state, or what have you. All I can say is that it isn't the fun part.


I barely know how to use unity so i don't know how it works, i'll upload a demo at some point with Sylvania castle and Splash hill zone

#6 User is offline Mega Spit 

Posted 21 July 2017 - 03:14 PM

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View PostAzurite, on 21 July 2017 - 02:57 PM, said:

View PostLobotomy, on 21 July 2017 - 04:23 AM, said:

You'll have to find out how it handles slopes to begin with. See if it does it by way of ticked line trace -> get surface normal -> interp character rotation to surface normal, maybe? I dunno, shot in the dark. In any case, you'll have to add conditions to the slope handler to account for things like being idle, or whether or not you're in running state, or what have you. All I can say is that it isn't the fun part.


I barely know how to use unity so i don't know how it works, i'll upload a demo at some point with Sylvania castle and Splash hill zone


You'll learn as you experiment with it. That's how most of us learned.

#7 User is offline Azurite 

Posted 22 July 2017 - 06:52 PM

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View PostMega Spit, on 21 July 2017 - 03:14 PM, said:

View PostAzurite, on 21 July 2017 - 02:57 PM, said:

View PostLobotomy, on 21 July 2017 - 04:23 AM, said:

You'll have to find out how it handles slopes to begin with. See if it does it by way of ticked line trace -> get surface normal -> interp character rotation to surface normal, maybe? I dunno, shot in the dark. In any case, you'll have to add conditions to the slope handler to account for things like being idle, or whether or not you're in running state, or what have you. All I can say is that it isn't the fun part.


I barely know how to use unity so i don't know how it works, i'll upload a demo at some point with Sylvania castle and Splash hill zone


You'll learn as you experiment with it. That's how most of us learned.

I guess, That is how I've learned everything from unity so far.

#8 User is offline Amnimator 

Posted 23 July 2017 - 04:59 AM

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View PostLobotomy, on 21 July 2017 - 04:23 AM, said:

See if it does it by way of ticked line trace -> get surface normal -> interp character rotation to surface normal, maybe? I dunno, shot in the dark.

Yeah, that's pretty much how I do it. Raycast > surface normal > character's current transform.up direction compared to surface normal direction > calculate applied rotation. There's a few more technicalities in the process, but out of all the methods I spent figuring out how to do precise and reliable slope detection in 3D, this is the best way.
This post has been edited by Amnimator: 23 July 2017 - 05:01 AM

#9 User is offline Azurite 

Posted 23 July 2017 - 03:15 PM

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I really need some help with this project, If anyone can somehow rip the animations from Sonic 4 Ep 2 that would me most appreciated. I have ripped the animation/model files but have no idea how to use them.

#10 User is offline Overlord 

Posted 24 July 2017 - 03:37 PM

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We don't do "make my game for me" - if this is all this thread's going to be, I will close it.

#11 User is offline Azurite 

Posted 25 July 2017 - 05:17 PM

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View PostOverlord, on 24 July 2017 - 03:37 PM, said:

We don't do "make my game for me" - if this is all this thread's going to be, I will close it.

I'm merely asking for someone to help me rip the animations from sonic 4, mainly an animation converter is needed, that's all I'm asking for here, then i can process them through blender and get them into my game, believe me I've already done enough ripping for this game i just need a little help with the animation files that's all since i have no idea how to convert them.

Also here is something I've been working on today.

If the link isn't working then here is an alternative;
https://www.youtube....eature=youtu.be
I've completly revamped splash hill zone act 2 by adding rain and a better background.
This post has been edited by Azurite: 25 July 2017 - 05:19 PM

#12 User is offline Azurite 

Posted 27 July 2017 - 06:14 PM

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So I have to basically start from scratch again because unity keeps destroying my project, At least this will give me an opportunity to get it right this time and finally optimise it properly

#13 User is offline Amnimator 

Posted 28 July 2017 - 06:07 AM

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View PostAzurite, on 27 July 2017 - 06:14 PM, said:

So I have to basically start from scratch again because unity keeps destroying my project, At least this will give me an opportunity to get it right this time and finally optimise it properly

You sure it's not just harddrive failure? No reason why Unity would suddenly break your project from what I've used from it.

#14 User is offline winterhell 

Posted 28 July 2017 - 10:50 AM

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View PostAmnimator, on 28 July 2017 - 06:07 AM, said:

View PostAzurite, on 27 July 2017 - 06:14 PM, said:

So I have to basically start from scratch again because unity keeps destroying my project, At least this will give me an opportunity to get it right this time and finally optimise it properly

You sure it's not just harddrive failure? No reason why Unity would suddenly break your project from what I've used from it.


Select 1 item from the asset editor. Press Delete. There is no undo. The file is gone from your hdd forever.

#15 User is offline Violet 

Posted 28 July 2017 - 11:00 AM

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^^ What Winterhell said.

I also had some issues before where the project file got fully corrupted and there was nothing i could do to fix it.
Unity can be a pain in the ... sometimes.

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