If you guys want to check out Sky Rail: ruclips.net/video/OCPt3QeFRfQ/видео.html Edit: Thank you guys for the feedback from this footage, I’m still looking for more since this mod is in early development
@invalidfile b4 going through the doorway, on the left as you are coming up from the spring it's right there, but the only different is that blue glowing bar in the middle of the checkpoint, the one on the left it's not there
i think what oculd be interesting is if you add some lightning robots from the heroes stage onto the long stretches, so that you can run past them as long as you use doom spear.
The remix is an unlockable so people can just change to it. Though I agree that the remix would've worked better because the original among so many remixes stick out like a sore thumb.
I wasn't expecting either, actually. Least of all Green Forest, which isn't even a Shadow stage. I was more surprised that no SHTH stage was used even if Generations is a sequel of sorts. Digital Circuit, Cryptic Castle, Sky Troops and Lava Shelter could've been good candidates.
@@SkyBoom183 I don't hate Rail Canyon but it doesn't really fit Shadow Generations that much. They could've used Hang Castle or Final Fortress instead. The rail stage could've been, well, Sky Rail.
@brtruev1710 true they could have definitely chosen better but for what we got it was definitely the best sonic type game lol I put sonic frontiers 2cnd
@@SkyBoom183 I just think Shadow Generations was a bit too short. 6 stages while the original has 9, they definitely could've made 9 for Shadow as well. And, since Forces and Frontiers were fair game, they could've included either Empire City (Unleashed) or Asteroid Coaster (Colors) besides a Shadow the Hedgehog stage.
Imagine how fire it would be if Sunset Heights turned into White Jungle instead. Then in the middle, some parts of Radical Highway appear which would still keep the feel of the original counterpart.
Cool idea. Feels a bit sparse compared to SA2 which had a pretty dense amount of enemies. In the section at 0:51, maybe add a Black Arms soldier to combo into a a chaos control capsule up above, similar to how there was an enemy removal (bomb) box above a chain of beetles in the vanilla game. Additionally, the running on the giant green halfpipes feels a bit lacking. You could maybe add some floating rails similar to green forest or maybe a hidden trick ring section off the side to skip some of the monotony? Just ideas. Great work.
I didnt add any enemies in this build, since it was mainly focused on porting the stuff from the frontiers version of the mod, but these suggestions will be taken into consideration
Sega has a RARE opportunity to add levels to both Sonic and Shadow gens in an official capacity! Imagine they prolong the longevity of the game(s) by adding level packs and skins! Make Gens more than a standalone game, but a sort of staple people can return to
totally unrelated, but I see you are playing in the Japanese dub, I play this game in the Japanese dub too lol. Very excited to see mods being made for this game, thank you for uploading!
Interesting how much the boost formula seems to actually hamper speed instead of showcasing it. In some sections, especially the “high speed” ones, I feel like SA2 Shadow was actually rushing through faster than this version
Looking good so far! Out of curiosity do you think it would be possible to make each act its own individual stage? Of course it would make the custom white space gate a bit tricky, just a thought though to add even more levels from sa2 into the game
Very nice work. Very fond of how you've gotten it to work within the bounds of SxSh's moveset and abilities as well as the porting from Frontiers. Just curious on how you've gotten the loops in the stage to work since so far as I know clearing a loop unassisted is the one thing Shadow can't do with the slightly improved physics in the game. Any insight you have would be much appreciated.
The original cameras i used were directly from the frontiers version, which were bad bc i was inexperienced at the time (and the tools were slightly less advanced)
why is it always with older level recreations that the levels seem much bigger than in the original, at least when you compare the size of the characters
@invalidfile i don't think they are ever used come to think of it even the loop in white space won't work if you intentionally avoid the dash pads. But I played that section in white jungle in a frontiers mod and the part where the loop breaks doesn't work you have to use the light speed dash to go over it i was suprised you didn't need to use the light speed dash there
@invalidfile I had the true physics mod (which is basically just a mod that reimplants slope influence back into frontiers) and classic jump deceleration code when I played white jungle mod in frontiers and everytime i got to the gap in the loop sonic would fall down instead of flinging across it like shown in this video here
@@darkwin3768 Both Frontiers and Sonix X Shadow Generations work with the Switch Pro Controller. You do have to enable Steam Input and I believe also use the controller over Bluetooth (which you should be using anyways for the lower latency). You also might have to mess around with the Nintendo Switch Button Layout setting in Steam.
If you guys want to check out Sky Rail: ruclips.net/video/OCPt3QeFRfQ/видео.html
Edit: Thank you guys for the feedback from this footage, I’m still looking for more since this mod is in early development
If you guys want more updates, I’ll be mainly uploading them to my bluesky page: bsky.app/profile/invalidfile.bsky.social
1:21 there are 2 checkpoint here
@@rudolphdouglas6765 I think those were the boxes being invisible, but ill check
@invalidfile b4 going through the doorway, on the left as you are coming up from the spring it's right there, but the only different is that blue glowing bar in the middle of the checkpoint, the one on the left it's not there
@@rudolphdouglas6765Thats a mushroom lol
I was genuinely hoping white jungle would officially be in the game so I'm grateful for this mod
For real, I was so sad when it wasn’t 😢.
Hopefully a dlc will help!
But Radical Highway is just too damn cool
Same
@@LeanVHSsup
i think what oculd be interesting is if you add some lightning robots from the heroes stage onto the long stretches, so that you can run past them as long as you use doom spear.
"That Blue Hedgehog again of all places"
this stage fits so well into the boost formula because of how automatic it is.
kinda crazy statement
@ Not crazier than Sonic Team insisting with the boost formula.
Was expecting the remix from Sonic Forces to be used in this mod.
In this case it was easier to use the original lol
I can see that lol, but the 1 minute and 29 second mark of the remix just hit me in the right spot
@@Leafree5 A couple of people also wanted me to use the original instead so I might as well choose the easier option that satisfies people lol
The remix is an unlockable so people can just change to it. Though I agree that the remix would've worked better because the original among so many remixes stick out like a sore thumb.
@@brtruev1710 Would it when its being bundled with other sa2 stages?
I'm surprised white jungle and green forest didn't make it into this game
I wasn't expecting either, actually. Least of all Green Forest, which isn't even a Shadow stage. I was more surprised that no SHTH stage was used even if Generations is a sequel of sorts. Digital Circuit, Cryptic Castle, Sky Troops and Lava Shelter could've been good candidates.
@brtruev1710 well green forest for sonic generations and white jungle for shadow generations respectively I hate that they out rail canyon instead 🤦
@@SkyBoom183 I don't hate Rail Canyon but it doesn't really fit Shadow Generations that much. They could've used Hang Castle or Final Fortress instead. The rail stage could've been, well, Sky Rail.
@brtruev1710 true they could have definitely chosen better but for what we got it was definitely the best sonic type game lol I put sonic frontiers 2cnd
@@SkyBoom183 I just think Shadow Generations was a bit too short. 6 stages while the original has 9, they definitely could've made 9 for Shadow as well. And, since Forces and Frontiers were fair game, they could've included either Empire City (Unleashed) or Asteroid Coaster (Colors) besides a Shadow the Hedgehog stage.
There is a SA2 skating animation mod that could fit this pretty well
Imagine how fire it would be if Sunset Heights turned into White Jungle instead. Then in the middle, some parts of Radical Highway appear which would still keep the feel of the original counterpart.
Cool idea. Feels a bit sparse compared to SA2 which had a pretty dense amount of enemies. In the section at 0:51, maybe add a Black Arms soldier to combo into a a chaos control capsule up above, similar to how there was an enemy removal (bomb) box above a chain of beetles in the vanilla game. Additionally, the running on the giant green halfpipes feels a bit lacking. You could maybe add some floating rails similar to green forest or maybe a hidden trick ring section off the side to skip some of the monotony? Just ideas.
Great work.
I didnt add any enemies in this build, since it was mainly focused on porting the stuff from the frontiers version of the mod, but these suggestions will be taken into consideration
Sega has a RARE opportunity to add levels to both Sonic and Shadow gens in an official capacity! Imagine they prolong the longevity of the game(s) by adding level packs and skins! Make Gens more than a standalone game, but a sort of staple people can return to
1:38 I think a good way to re-create the light speed dash would be to use the chaos control trail ability
it would, but it would be kinda fast and i plan to use the chaos trail in other ways
This is cool 😮
My favorite sa2 stage
cant wait for this to come out, its an instant download
Thanks, although it’ll hopefully be releasing with the rest of Shadow’s SA2 stages if things go to plan
The fact there's not a Timer there shows how the og level was more intense with it lol
Theres not really a timer i can add here lol
totally unrelated, but I see you are playing in the Japanese dub, I play this game in the Japanese dub too lol. Very excited to see mods being made for this game, thank you for uploading!
I love that you changed his boost animation. I hate that they make him float/fly in the new game 🤨
Thanks, although thats from the Essential Shadow changes mod
Seems better when hes skating at fast speeds compared to flying
conpletely off topic; boost skating goes hard. it'd be even cooler if it was styled like his SA2 skate animation, or if it was a little faster.
I don’t understand why they didn’t include more levels from SA2/StH.
One from each game, except those two. SA2 got 2, and Shadow got none.
In my honest opinion, the Forces remix of this song fits better with the other song in the game. Maybe add an alternate download with the remix
A lot of people want it so I have an idea on what to do
Interesting how much the boost formula seems to actually hamper speed instead of showcasing it. In some sections, especially the “high speed” ones, I feel like SA2 Shadow was actually rushing through faster than this version
The camera angles were one of the main things that showcased the sense of speed, along with being able to maintain more speed
There were also barely any custom camera volumes so there wasnt much of a sense of speed
Should make it possible to Slide under those wood barriers
@@SonicDBCenter the slide should work fine in this game but its not an easy task to change its hitbox
追加コンテンツとかで追加されたら本編みたいにカオスコントロールいっぱいしたいな。
Could you add some segments for Shadow's ability use like flight?
I'm not sure what to do when it comes to doom wings but I'll try and put doom blast in some stages
Since theres no light dash, and you're probably already going to do this but make them chaos control paths
As i said previously i plan to use chaos dash trails for something else
Is it possible to take the textures from sonic omens or forces jungle level because the graphics look scuffed.
That would probably make it look worse
I sad i miss the tricks you doing on sa2
That make more skill sense
Yeah i do wish the trick system from sa2 came back in some form
@@invalidfile yea I love that
Looking good so far! Out of curiosity do you think it would be possible to make each act its own individual stage? Of course it would make the custom white space gate a bit tricky, just a thought though to add even more levels from sa2 into the game
@@azureburst1496 Yeah but it would be weird
why don’t modders use shadows open zone hub world movement on these added levels ?
Too slow and it sucks
i just feel like itd work better camera wise. idk. can always make him faster too
@@s58xeno open zone movement doesnt change the camera
Very nice work. Very fond of how you've gotten it to work within the bounds of SxSh's moveset and abilities as well as the porting from Frontiers. Just curious on how you've gotten the loops in the stage to work since so far as I know clearing a loop unassisted is the one thing Shadow can't do with the slightly improved physics in the game. Any insight you have would be much appreciated.
Manual loops work perfectly fine, just underutilized. I used the @LOOP tag for terrain
@@invalidfile That's very interesting, thank you for the timely and informative response and best of luck with the rest of the mod.
What's up with the camera? Why is the camera so close to shadow all the time? It's also clipping through stuff often.
The original cameras i used were directly from the frontiers version, which were bad bc i was inexperienced at the time (and the tools were slightly less advanced)
Its one of the major things I already fixed though
Isn't it possible to use the light dash rings for Chaos Control shortcuts?
@@brtruev1710 Those are already replaced with chaos control light dash in a later build
I think the camera is a bit too close to Shadow
The camera is not fixed yet
@@Karianysu Yeah i just havent modded the cameras much yet
WHAT DO YOU MEAN UBSCRIPTED LOOPS WORK. Then why is that loop in White Space busted?...
@@SuperSonic68 No @LOOP tag? idk
why is it always with older level recreations that the levels seem much bigger than in the original, at least when you compare the size of the characters
Because I made the level scale a bit bigger to account for boosting
1:12 i can't believe that just worked did you add a spline on that loop?
@@whomstedery no, the game has terrain tags that allow manual loops to work but theyre barely used
@invalidfile i don't think they are ever used come to think of it even the loop in white space won't work if you intentionally avoid the dash pads. But I played that section in white jungle in a frontiers mod and the part where the loop breaks doesn't work you have to use the light speed dash to go over it i was suprised you didn't need to use the light speed dash there
@@whomstedery I dont remember the loop breaking in my frontiers version of the mod
@invalidfile I had the true physics mod (which is basically just a mod that reimplants slope influence back into frontiers) and classic jump deceleration code when I played white jungle mod in frontiers and everytime i got to the gap in the loop sonic would fall down instead of flinging across it like shown in this video here
@@whomstedery were you running on the loop still
they gotta add dlc
looks good but need more work on the lighting and more camera volumes
Thanks, this is from an earlier build that was still mostly using Kingdom Valley’s lighting, and more camera volumes will be added in
@invalidfile keep the good work mate
Looks peak bro
sa2 shadow style is a million times better. he looks pretty slow
ok
Yez
people are already modding this game????
@@vijaytamishra453 Yes
They've BEEN modding it since like, day 1 lmao. This community is insane.
@@cascade969WAY before the game came out
@@Faz10do987 when the switch rom leaked yes
Switch CFW? Emulator?
huh? this is the pc steam version
@invalidfile but... but ZR
@@darkwin3768 I used a switch controller
@@invalidfile hmm, in Frontiers I had the Xbox Controller buttons with the Switch Pro Controller. I didn't think they changed anything.
@@darkwin3768 Both Frontiers and Sonix X Shadow Generations work with the Switch Pro Controller. You do have to enable Steam Input and I believe also use the controller over Bluetooth (which you should be using anyways for the lower latency). You also might have to mess around with the Nintendo Switch Button Layout setting in Steam.
I should have got this shit on PC
make act 1 white jungle and act 2 green forest that would be cool
The stage pack is mainly gonna be focused on the Dark Story/Shadow’s SA2 stages, but it was an idea I had for the frontiers version of White Jungle
@invalidfile probably hard versions would be better
@@Minty_Warior That is the plan yeah, although I dont know if I’d release them later or not
You know he's a weeb when he uses JP voices.
I dont really watch anime lol but sure