AWFUL Hitboxes... - Behind The Scenes Of Classic Sonic
104,307
Published 2022-03-02
💸Support: ko-fi.com/lapperdev
🐦Follow me: twitter.com/LapperDev
Sonic 1 Overlay:
info.sonicretro.org/SPG:Overlay_Scripts
Thanks to Devin Reeves for research help:
twitter.com/MercurySilver
A GMS2 Sonic fangame framework I recommend:
twitter.com/teamorbinaut
Contact & Freelance:
lapperdev.artstation.com/
Intro Music by:
Jahn Davis
twitter.com/JahnDavis27
&
Noah Copeland
twitter.com/NoahNCopeland
All Comments (21)
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What's the craziest fact in this video? New Video: Sonic Blast MANIAFIED > https://www.youtube.com/watch?v=nMWZ-o5CtLM
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Ngl whoever coded your hand hitbox should be fired
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I bet the developers wish they had tools to look at the hit boxes like this. A load of these issues look like they exist because the devs had to look at them in a bunch of text boxes with numbers rather than visual images.
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Now i understand why i keep bumping into things accidentally, my hitboxes are messed up too
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These videos have godly editing, this deserve the 100 thousand subscribers at the very least. They take long to arrive, but with this quality is well deserved the wait, keep it up!
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I think the reason the hitbox of Robotnik's chemical blobs is off-center is so that they are positioned correctly when they first start falling. If you look closely, you'll notice that the position of the projectile is the same as the position of the box when it drops.
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This explains my intense hatred for those stupid crabs in Metropolis Zone.
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At 3:27 I'm sure it bothered us all until we realized we had to go further
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Never knew about crouching on the chemical plant boss
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Man the pacing in your videos has gotten so so much better. Really glad to see you keep improving!
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7:40 CSS players: maniacal laughter
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5:35 "I ported my LUA script to real-life. And check it out!" *pink box appears out of nowhere making a sound effect*
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So how would one create a physics system like this? It's awesome you can visualize it, but I think it would be even more awesome if you could create a tutorial to recreate this movement/collision c: Yeah there's a Physics Guide but that is only in semi-code and doesn't apply to modern game engines in some cases, and the tutorials that are there on the internet never tackle slopes, only straight movement, and even then it's rarely correct to the Physics of Sonic. I have created movement on straight surfaces like Sonic just fine but slopes are just so difficult to handle with very little explanation as to the how.
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Absolutely fascinating! I feel a sense of closure I never realized I wanted after seeing the hitboxes for those frustrating crabs!
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I always wondered why a hitbox can't just be the same as the model, especially in pixelated games? Any answers?
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Man Id love a sonic 3 video like this ! Keep up the good work
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Ngl, collisions are EXTREMELY frustrating to work with when creating a Sonic/Sonic-Esc game! 🙄But this video is so eye opening, and here I thought Sonic's slope physics were perfect!
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That intro looks amazing. Just a little too loud espescially in contrast with your quieter and gentle voice. Got Lappy jumpscared
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I'm guessing the Big ring hitbox in Sonic 1 is long vertically while centered to make it appear that you are jumping through the ring, and not collecting it.
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Thank You Bro For Discovering My Favorite Classic Sonic Games Hitboxes!! I Appreciate That!!