There are no ears in the last second or two of the intro, but apart from that little mistake it looks really great! Much better than anything I can make right now.
Sonic lost his ears LOL That's a mistake that always happens to me when I draw Sonic and then I forgot to draw his ears. But without that mistake the intro is really good and I'm always rewatching it. Good job!
I love the unspoken rule among youtubers, that if there's a big crab in a game, you have to refer to it as a giant enemy crab. But you never draw attention to saying it, you're just stating a fact.
Wow, Space Port looks absolutely gorgeous! Imagine if you didn’t have to blast through these levels so quickly and you could actually explore them more.
Honestly Sonic Forces was sorta like Lost World, clunky gameplay but an amazing OST, I enjoyed sonic forces my only complaint being the sudden edge tone that was in the game…..like seriously, it went from Sonic Mania, which was a colourful, cartoony, fun run. Then suddenly to Sonic Forces, out of nowhere just a OC with the edge levels of your average emo teen with the mind of a massive douche sponge. And the game having some dark moments like “Sonic being presumed dead” like holy shit….. But like Sonic Lost World, this game has memorable stages. And the boss fights were slightly more of a challenge (still a laughing joke though)
Man I don't know why, I've always found boundary breaking creepy. Scenes like seeing the zoom out on the cubes and skyboxes made me shiver. Bugs like the world not loading in games also tend to creep me out really bad. Im wierd.
Sonic forces deserved more. Even if the gameplay sucked I hoped for a cheesy story and they even screwed that up as its just bad. Oh at least the music was good but every sonic game has good music.
People wanted to see if this game decided to keep attention to detail--like older and better Sonic games--in this case, rendering Infinite's face under the mask.
The skybox change at the final boss is because the whole stage from the first two phases is still loaded. Zooming away from the boss fight would activate a trigger to enable/disable the change.
2:47 repeating the same 3D objects is actually very efficient with modern graphics hardware due to a technique called "batching". We are able to essentially upload the object once to the GPU, then upload a list of all the 4x4 matrices for the copies (or if you're really smart, a list of offsets with a single 4x4 matrix!) and then we can just send a command to the GPU saying "draw N objects" - with N being the number of copies on that list. The GPU in its own time will just churn through that list like a powerhouse. Modern GPUs even can see that you're batching multiple copies of the same objects and draw them all at the same time - very fast!
The intelligence you displayed with these last three comments has earned you a subscriber. The bit about Eggmans windshield is actually really well spotted, and as a (amateur) modeller, it could certainly help me.
That kind of trick with the windshield is more engine-side (or more accurately, scene programmer/scripter). With modelling and animation, you'll just have to dedicate a bone to rotating the windshield. The rule of thumb is; it's always easier to animate something in engine than for an artist to create a new animation, so that rotating windshield would have been a 2 second job compared to the time it would have taken to bone, weigh, key-frame the rotation, export the animation and then script the specific animation to trigger on hit (and then reverse the animation for closing the windshield).
6:56 it looks to me that the second glass wind-shield is used for that animation of where it slides open when you hit Robotnik. What I expect is happening here is that it would be too crazy to have an animation bone dedicated to this simple wind-shield glass just to have it slide open when you hit him. It is VERY easy to rotate an object in 3D space, but it's far more complex to animate it along a bone, so I would bet money that what the developers have done here is disable the wind-shield that's on the original Robotnik model (it's transparent, so it is definitely its own material - very easy to disable!), then move the second wind-shield to the place where the first model is, then simply "rotate" the second wind-shield to make it look like it is opening.
Gestrid: If you're wondering why it couldn't be just "rotated" without needing to be rigged to a bone - that's a good question. The windshield is its own material (due to being transparent) which is what allows it to be disabled. A powerful 3D engine would allow you to translate the individual pieces of a mesh based on their material - I am guessing that the Sonic Forces engine does not have this feature available (quite a few 3D engines lack it, Unity is an example). Without the feature, you're forced to either rig the part of the model to a bone so it can be animated (done in 3D modelling software) or just duplicate that individual part of the model and have it rotate in code (very easy to set up in any 3D engine). My question is if the windshield is its own model or if it secretly has the entire Eggman flying machine - disabled by material (like what happens to the first windshield when the opening animation plays).
Y'know what screams unfairly wasted potential? The fact that they made beautiful and detailed backgrounds for each zone, which are extremely short so we don't even get to explore them or anything. And despite all that detailed beauty in the bg, Sonic and The Avatar spend _10 fucking seconds_ in Null Space - a lot of people were getting disappointed at the wasted potential, and as someone who played the game and _enjoyed_ it, I was pretty sad about it too. Especially since they teased it so hard in the cutscene prior.
Funny, RUclips Gamings's automatic system seemingly doesn't know that Sonic Forces got an actual name... In the game part of the description it claims this game as "Project Sonic 2017" for some reason... And the Intro was a great allegory for this game overall.
From the look of the changing skybox, I bet it's switching out for the skybox used in phase 1: Since the game doesn't have to load or abything from phase 2 to 3, the areana in which you fight the bosse's final form is likely loaded on the same stage, probably just sent out really far into the background. From here, they likely have the sky box change based on your location- which would explain the skybox changing.
It’s funny to imagine all of the characters being actors and just chilling out and hanging around in the background when they’re not needed, even Eggman and Infinite.
I like this video more than I like the game. :'( It's definitely cool to have a more in-depth look at some of the great asset work that was let down by a sub-par game. Keep up the great work, Shesez!
This is just me thinking out loud, but with that death egg robot bit at 8:43 I honestly think that 3rd skybox that the space one turns into is supposed to be used for classic sonic's portion of the fight. Like, the fight all takes place in one area, but with the skybox changing and platforms being put in at the right time. So when you beat classic sonic's section, the skybox switches to the larger one for the avatar's portion, and then finally, when you get to the final phase, the last skybox is pulled in, but the other skyboxes used in the fight are stored nearby, just out of the player's sight.
It's all on one stage. if he had moved the character out of the sphere there's still the platform from phase 2 still loaded with collision. so nothing really gets removed its all still there.
so I was spot on basically? I always like it when i'm able to figure stuff like this out. I've always wanted to get into game design myself, and seeing that I'm able to notice what's going on most of the time with games just gives me a good feeling.
Please, please, PLEASE break Far Cry 3/4, Mass Effect 1/2/3 or even Destiny!! Love the videos Shesez, you've solved literally hundreds of questions my younger self craved the answers to! 💛❤💜💚💙
Open world games tend to be the worst for this kinda stuff. Often enough, the only noticeable feature tends to be the "zoom out". And little else. And I dont have faith that Far Cry's map editor: the game, has many nuances
this is so frickin interesting! im always excited when you upload things!!! _my favourite is Dr. Grubotnik_ also i was wondering what lies beyond the boundaries of tomodachi life! maybe that will be an episode one day! if you feel like it
I think I know what happened to the second to last one So when he spawns it teleports the boss and makes the skybox. So when the boss powers up? I think that's what he was doing. The sky box changes. And the cubes spawn. And if you were wondering why they made a second space sky box its because when the cubes move you might be able to see out of it. Also I love your videos I hope this helped. Unless you knew what happened. Then opps! Anyway keep up the good work!
The animation looks like Sonic Mania. It's impressive and how much time it was put into it. whoever did this, or if it's you, it looks really good. They/You deserve an applause and a thumbs up. nice video Shesez. =)
Some animation is good while others are not. So if I think Shesez's animation is good, it's pretty good. Again, compare this to Sonic Mania. It almost looks identical.
YES FINALLY!!! Been waiting for this since you said it! This one's great, man. I still remember my 1st BB being Sonic Adventure and now we got to Sonic Forces 84th episode. That's like a long time ago (and a bunch of episodes)! Keep up the good work!
8:00 That's also in sonic generations. I know that just by plain looking at the spring in white space going to the green hill challenge acts. No extra stuff needed.
In sonic forces they really borrowed some old orignal concepts from sonic 2, like green hill zone turning into dust hill zone which was also a scrapped zone from the game as well also we can see chemical plant zone becoming oil ocean zone and metropolis zone already looking like the original Genocide city zone in which point chemical plant/oil ocean became or will become a part of that zone. So it's interesting that they brought back old concepts from sonic 2 right under our noses.
Here's another thing about Sonic Generations' goal post, apparently they are squished 3D models, because if you clip through the Robotnik end of the sign, there's a set of teeth in there.
Wipeout325. Anything, everything, video game Fantasies, the possibilities are boundless, he seems to have the talent for for it. But that would be up to Derrick to Decide.
Aaron Greenfield he might have ideas, but he’s not an animator, all of that is done by others and if he doesn’t already he’d have to pay people to do a series like that. However I do like your “boundless” enthusiasm.
1:17 good job with a mistake almost immediately xD Occlusion culling is not removing objects based on what the camera is looking at, that is called FRUSTUM CULLING. Occlusion Culling is a general term for removing objects that are not visible due to being behind other objects. The camera is not an object, so there's no way for it to ever occlude anything. So if a large object is between the camera and a small object, then the small object is being "occluded" by the larger object and is a candidate for culling. Frustum culling removes objects that are wholly outside of the camera's view frustum - that pyramid that describes the area the camera is "capturing". This is done by checking if the object's bounding box is outside the planes that describe the camera's view frustum. TLDR: Occlusion culling is a general term that describes thousands of different techniques to remove objects that are occluded by other objects. BSP partitioning with a potentially visible set is one technique of occlusion culling. Fragment visibility testing is another technique for achieving occlusion culling. Frustum culling is probably the one technique that is not part of occlusion culling. Frustum culling is the removal of objects that are outside of the camera's view frustum (removing objects the camera is not looking at).
As a game developer myself, I find this series fascinating for two reasons: 1) it's fun to see what kind of shortcuts level designers are comfortable making (helps me with engine design) and 2) it's absolutely amazing to see what laypeople consider magical :D Take culling of visible objects, for example - one video (from another channel) even claimed it's a "secret game devs don't want you to know", whereas pretty much any article you go into that lays down the absolute basics of game and engine design focuses exclusively on ways to show the least amount of graphics necessary. ...anyway, he's kind of both right and wrong about the culling at the start of this video: what he's describing is view culling (frustum culling is one way to achieve that), while the game also displays effects of occlusion culling by way of some variation of "potentially visible sets" - only chunks of the level that can potentially be seen from the player's current position are made part of the active scene.
Felix Klenk Hehe, well spotted - thanks! Also, you have a really nice first name. The type of first name a handsome, intelligent, super cool kind of person would have ;)
Since you can go out of bounds and watch the environments move, can you please record dreamscenes, moving pictures of each environment, and upload them? That would be so cool.
Thank you too for this nice collaboration! It was a lot of fun to animate Sonic for Boundary Break!
Well done! ^^
There are no ears in the last second or two of the intro, but apart from that little mistake it looks really great! Much better than anything I can make right now.
Channy and Kimberly Honestly disgusting. That did not even resemble Classic Sonic at all. No talent. Looks like a 6 year olds drawing.
Channy and Kimberly i
Sonic lost his ears LOL
That's a mistake that always happens to me when I draw Sonic and then I forgot to draw his ears. But without that mistake the intro is really good and I'm always rewatching it. Good job!
I love the unspoken rule among youtubers, that if there's a big crab in a game, you have to refer to it as a giant enemy crab. But you never draw attention to saying it, you're just stating a fact.
...What?
ATTACK ITS WEAKPOINT FOR MASSIVE DAMAGE
GIANT ENEMY CRAB
I didn’t even notice it, that is absolutely hilarious.
and if its a spider its the giant enemy spider
* insert jerma beatbox*
It’s a damn shame, honestly. So much could’ve been level design and it was put aside as background objects.
@Trenton Animations even I got it though
Like the classic sonic stages can be one shot entirely
Same.
Silverus sounds good to me
*EGGMAN IS GRU.*
*I WILL STUFF YOU ALL IN THE CRUST*
succ an e g g
I c a n t u n s e e i t
Confirmed
EGGRU!
Wow, Space Port looks absolutely gorgeous! Imagine if you didn’t have to blast through these levels so quickly and you could actually explore them more.
Mr. Surname Let's also imagine the game was a good game
@@VaniIIa_Rice I like forces though
When people talk about stuff that isnt even related to this comment
Honestly Sonic Forces was sorta like Lost World, clunky gameplay but an amazing OST, I enjoyed sonic forces my only complaint being the sudden edge tone that was in the game…..like seriously, it went from Sonic Mania, which was a colourful, cartoony, fun run. Then suddenly to Sonic Forces, out of nowhere just a OC with the edge levels of your average emo teen with the mind of a massive douche sponge. And the game having some dark moments like “Sonic being presumed dead” like holy shit…..
But like Sonic Lost World, this game has memorable stages. And the boss fights were slightly more of a challenge (still a laughing joke though)
Man I don't know why, I've always found boundary breaking creepy. Scenes like seeing the zoom out on the cubes and skyboxes made me shiver. Bugs like the world not loading in games also tend to creep me out really bad. Im wierd.
Either that or you have "Shesez"-aphobia.
@@syaope1473 (drum sounds)
Same. But I'm also a curious gal, so I've started getting immunity.
Sonic forces deserved more. Even if the gameplay sucked I hoped for a cheesy story and they even screwed that up as its just bad. Oh at least the music was good but every sonic game has good music.
Music was horrible compared to other games
infinite theme is bad ?
The music in Forces is trash, all of it is EDM garbage
@@carlostapuera7149 ye
Did you forget Sonic 4, the music sounded like a sega genesis was beat to death
I don't get why everyone is so curious about Infinite's face. I mean, we have a comic that has him, unmasked, in broad daylight.
People wanted to see if this game decided to keep attention to detail--like older and better Sonic games--in this case, rendering Infinite's face under the mask.
DarthSears I wish they did. You can’t see his blue eye, I think his in-game model has two yellow eyes instead of his light blue eye and yellow eye
Your mommy.
@@napdagdaganjr ??????
The skybox change at the final boss is because the whole stage from the first two phases is still loaded. Zooming away from the boss fight would activate a trigger to enable/disable the change.
Eggman: I'll stuff you all in the PINGAS. Gru: SnooCRUSTing as usual I see.
2:47 repeating the same 3D objects is actually very efficient with modern graphics hardware due to a technique called "batching". We are able to essentially upload the object once to the GPU, then upload a list of all the 4x4 matrices for the copies (or if you're really smart, a list of offsets with a single 4x4 matrix!) and then we can just send a command to the GPU saying "draw N objects" - with N being the number of copies on that list.
The GPU in its own time will just churn through that list like a powerhouse. Modern GPUs even can see that you're batching multiple copies of the same objects and draw them all at the same time - very fast!
The intelligence you displayed with these last three comments has earned you a subscriber. The bit about Eggmans windshield is actually really well spotted, and as a (amateur) modeller, it could certainly help me.
That kind of trick with the windshield is more engine-side (or more accurately, scene programmer/scripter). With modelling and animation, you'll just have to dedicate a bone to rotating the windshield.
The rule of thumb is; it's always easier to animate something in engine than for an artist to create a new animation, so that rotating windshield would have been a 2 second job compared to the time it would have taken to bone, weigh, key-frame the rotation, export the animation and then script the specific animation to trigger on hit (and then reverse the animation for closing the windshield).
Do you happen to know everything? Where do you even find all of this information?
This is all 3D graphics programming basics. Game engine programmers should know all this stuff; it's definitely not advanced game dev knowledge.
6:56 it looks to me that the second glass wind-shield is used for that animation of where it slides open when you hit Robotnik.
What I expect is happening here is that it would be too crazy to have an animation bone dedicated to this simple wind-shield glass just to have it slide open when you hit him.
It is VERY easy to rotate an object in 3D space, but it's far more complex to animate it along a bone, so I would bet money that what the developers have done here is disable the wind-shield that's on the original Robotnik model (it's transparent, so it is definitely its own material - very easy to disable!), then move the second wind-shield to the place where the first model is, then simply "rotate" the second wind-shield to make it look like it is opening.
So why not simply rotate the first windshield?
Gestrid: If you're wondering why it couldn't be just "rotated" without needing to be rigged to a bone - that's a good question. The windshield is its own material (due to being transparent) which is what allows it to be disabled. A powerful 3D engine would allow you to translate the individual pieces of a mesh based on their material - I am guessing that the Sonic Forces engine does not have this feature available (quite a few 3D engines lack it, Unity is an example).
Without the feature, you're forced to either rig the part of the model to a bone so it can be animated (done in 3D modelling software) or just duplicate that individual part of the model and have it rotate in code (very easy to set up in any 3D engine).
My question is if the windshield is its own model or if it secretly has the entire Eggman flying machine - disabled by material (like what happens to the first windshield when the opening animation plays).
*looks at all of these cleverly designed backgrounds
*4 YEARS OF DEVELOPMENT*
Also obligatory...
*GREEN HILL IS LOOKING LIKE SAND HILL*
Again, took 3 years to make the engine. Just a year to make the game.
I'm sick of seeing this comment and I need to bring it to attention.
Raze Ninjato That's why I commented it. It's so overused.
Raze Ninjato
Actually the game wasn’t rushed, it was just a combination of mostly bad but some good ideas
Why do they keep making these engines for one game? Would it not be easier to just use Unreal or some other licensed engine?
3 years to make the engine? that sounds like they just built an entirely new engine instead of updating their old one
3:32 Doing all of the group-project alone while your lazy classmates get the A for it.
Sonic Boundary Breaks never disappoint!
just boundary break in general
Y'know what screams unfairly wasted potential? The fact that they made beautiful and detailed backgrounds for each zone, which are extremely short so we don't even get to explore them or anything. And despite all that detailed beauty in the bg, Sonic and The Avatar spend _10 fucking seconds_ in Null Space - a lot of people were getting disappointed at the wasted potential, and as someone who played the game and _enjoyed_ it, I was pretty sad about it too. Especially since they teased it so hard in the cutscene prior.
Intros look better and better.
David Hoyos ikr?
David Hoyos yes
thank you :)
Channy and Kimberly your welcome
SFM intros were superior IMO
The doughnut worms make me weirdly uncomfortable
That Sonic party at the end got real freaky. Remember that drugs are bad kids!
It looks like the cutscenes in Mirror's Edge in third person, like, we've got some legit "The Exorcist" shit going down!
"I'm like...EGGRU"
-ΩmegaWolf- OOAH, GOTTEM
*Yes*
IM PISSING ON THE MOOOOOOON!
*Sonic FORCES YOU to BOUNDARY BREAK IT!*
Funny, RUclips Gamings's automatic system seemingly doesn't know that Sonic Forces got an actual name... In the game part of the description it claims this game as "Project Sonic 2017" for some reason...
And the Intro was a great allegory for this game overall.
Is there a secret good game hidden back there?
In fact, there is one, it had a lot of great ideas and a lot more that could be used
Stop being fucking idiots
>Stop being fucking idiots
>Sans
Why is your icon Dr. Eggman with a shaved face?
Dude. Time to never get that out of my head
9:32 Rouge is having fun.
From the look of the changing skybox, I bet it's switching out for the skybox used in phase 1: Since the game doesn't have to load or abything from phase 2 to 3, the areana in which you fight the bosse's final form is likely loaded on the same stage, probably just sent out really far into the background. From here, they likely have the sky box change based on your location- which would explain the skybox changing.
Infinite's real face is shown in the prequel comic and looks exactly like he does at 6:35. So that is considered canon.
That intro was hella nice.
It’s funny to imagine all of the characters being actors and just chilling out and hanging around in the background when they’re not needed, even Eggman and Infinite.
THE THUMBNAIL!! HE LOOKS LIKE GRU FROM DESPICABLE ME
He says that in the vid
look at Shesez's twitter its priceless twitter.com/BoundaryBreak/status/977623201156083713
thx boundary break, now i know that omochao wasnt lying about that eggman's mustache is fake
I like this video more than I like the game. :'( It's definitely cool to have a more in-depth look at some of the great asset work that was let down by a sub-par game. Keep up the great work, Shesez!
"Did you know? The doctor's mustache is fake?" Thanks unused SA2 voice clip of omochao.
You're a good dude
true dat
This is just me thinking out loud, but with that death egg robot bit at 8:43 I honestly think that 3rd skybox that the space one turns into is supposed to be used for classic sonic's portion of the fight. Like, the fight all takes place in one area, but with the skybox changing and platforms being put in at the right time. So when you beat classic sonic's section, the skybox switches to the larger one for the avatar's portion, and then finally, when you get to the final phase, the last skybox is pulled in, but the other skyboxes used in the fight are stored nearby, just out of the player's sight.
It's all on one stage. if he had moved the character out of the sphere there's still the platform from phase 2 still loaded with collision. so nothing really gets removed its all still there.
so I was spot on basically? I always like it when i'm able to figure stuff like this out. I've always wanted to get into game design myself, and seeing that I'm able to notice what's going on most of the time with games just gives me a good feeling.
Sonic Forces
More like
Fonic Sorces
Angus Beer I don't get it
He switch the first letters with each other
Radiation i still dont get it.
Sonic Forces is the seventh fonon
Radiation oh i get it, i get jokes.
That intro looked like and official one! Really well done!
thank you Timmy xD
Channy and Kimberly no problem! It really looks amazing! You got another sub to your own channel ;)
9:19 WAIT IVE SEEN THOSE BUILDINGS BEFORE... THEIR THE SONIC 06 BUILDINGS... it all makes since now sonic forces is the iblis trigger
9:19 Yo I heard you liked skyboxes, so I put a skybox in yo skybox within yo skybox.
XD 9:28
*This is your brain on drugs.*
"back at Green Hill Zone"
* Sunset Heights plays in the background *
Green Heights Zone?
Please, please, PLEASE break Far Cry 3/4, Mass Effect 1/2/3 or even Destiny!! Love the videos Shesez, you've solved literally hundreds of questions my younger self craved the answers to! 💛❤💜💚💙
Open world games tend to be the worst for this kinda stuff. Often enough, the only noticeable feature tends to be the "zoom out". And little else.
And I dont have faith that Far Cry's map editor: the game, has many nuances
What do you think you'll be able to find in a game in which you can already pretty much go anywhere ?
Jangles Look up whatever's "new viewpoint" videos for gta v, there's lots hidden.
Heck yeah man! Build up that support! You got my attention
Seconded for Mass Effect videos.
I would also love to see Shesez work with Lance McDonald on a Bloodborne video.
this is so frickin interesting! im always excited when you upload things!!!
_my favourite is Dr. Grubotnik_
also i was wondering what lies beyond the boundaries of tomodachi life! maybe that will be an episode one day! if you feel like it
9:33 do you have your head on right bee man?
I think I know what happened to the second to last one
So when he spawns it teleports the boss and makes the skybox. So when the boss powers up? I think that's what he was doing. The sky box changes. And the cubes spawn. And if you were wondering why they made a second space sky box its because when the cubes move you might be able to see out of it. Also I love your videos I hope this helped. Unless you knew what happened. Then opps! Anyway keep up the good work!
Intro is amazing and the boundary break as well. The whole video is amazing.
*Sees thumbnail*
“Did you know, the doctor’s mustache is Fake?” - Omochao
ruclips.net/video/GJyQ_H8Bc0Y/видео.html
The animation looks like Sonic Mania. It's impressive and how much time it was put into it. whoever did this, or if it's you, it looks really good. They/You deserve an applause and a thumbs up. nice video Shesez. =)
No, it doesn't. You have a terrible taste in animation.
Some animation is good while others are not. So if I think Shesez's animation is good, it's pretty good. Again, compare this to Sonic Mania. It almost looks identical.
Trevor Stagdon yes, the animation is good but it looks nothing like manias animation
Swiggity Swooty better than yours
True. That's why it's almost.
Music major here. MONDO POINTS for making the dings with each of the fanarts in the beginning different AND match the harmony.
"Smartened up" is not the term I'd use to describe what the devs have done with this game.
Say whatever you want to say, it won't change the fact this game sucks ass even for Sonic game standards.
Gullem, that's your opinion, not fact. And I don't agree with you
RiffSkozz's Offical Bara Furry Spank Bank Of Dicks is it just my opinion? Or is it the fact the game overall is kinda crap?
It is your opinion that the game is bad. It's not a fact that the game "sucks ass."
9:29
Espio: AH VECTOR YOU KILLED ME
Vector: oh no it was accident I swear
Espio: IM PASSING AWAY NO
Vector: No
Epsio: *ded*
Dr. Eggman is Gru confirmed
If eggman stoped building bases with speed boosts and ramps I think he might have had a chance
This episode was better than the whole game.
[Edit]: This is my opinion, not fact. Just to clear up any confusion.
_ Tylireous _ subjectively speaking (or your opinion)
Immanuel's Replayz
From my own experience (of playing the game live on my channel)
_ Tylireous _ yea your opinion
_ Tylireous _ sorry I just get real irritated when people say stuff like this without clearing up that it’s an opinion
Immanuel's Replayz
I edited it, hopefully that makes it not as irritating 👍
"Look at me I'm like gru but I'm the one that came before gru. I'm...eggru. ha, gottem."
3:32
"I found you, FAKER!"
(Gasp! He called him faker!)
I literally searched for this today morning and nothing appeared, and BOOM! Sonic Forces Boundary Break. Nice job, as always!
6:07 Infinite creepypasta much?
5:09 whOAHOHO, _OKAY_ , WHAT ARE SONIC AND THE AVATAR _DOING_ DOWN THERE???
Shaved Eggman looks like Gru
Aha! There's my fan art tweet of your OC. 0:17 The bird. You sure do love your fans!
I think I was the only one who thought this was one of the best games of the year. And it was better than Mania.
Nope, I agree with you. Mania is overhyped by nostalgia and classic fans
For me too , sonic force is the best game all licence mingled since 2011 ( Sonic generation )
😶
Lets take the camera absolutely anywhere we want to learn more about Playdead's Inside! Ahh... Dreams, dreams...
The only fun parts of Sonic Forces was, ironically, the OC character ones. Gameplay felt much better imo.
Original character character?
His controls were super stiff and the acceleration was broken tho.
I like both Sonic and the Avatar’s stages.
TheBlueBlur - Sonic Animations broken acceleration tends to happen when your "new engine" is just the one from lost world with better lighting
4 years of development huh... What a waste..
4:23 Dr Gru Forces his way into Sonic Forces!
Mustache-less Eggman sold me
I didn't want to say this but you are using the best part of forces these graphics are so gorgeous
9:32
Wtf Rogue
Nice Episode! I was looking forward to it all the Time! Now it's finally here!!👌👍
7:21 “Giant enemy crabs” Hmmm, I wonder if this is a reference🤔
3:40 That makes sense. It explains why the Avatar looks so much taller than Sonic in the results screen than in gameplay.
This dood look like Gru from Despicable Me without his mustache
I'm dying.
4:28 I CAN'T MAKE IT, HE LOOKS SO MUCH LIKE THE DESPICABLE ME GUY!!
I like this game.
I don't care if you disagree.
i like too
Same
YES FINALLY!!! Been waiting for this since you said it!
This one's great, man. I still remember my 1st BB being Sonic Adventure and now we got to Sonic Forces 84th episode. That's like a long time ago (and a bunch of episodes)! Keep up the good work!
Well to see Infinite’s real face. Just boundary break the Shadow’s cutscene and make the camera towards Infinite’ face.
Mom: Moustacheless Eggman doesn't exist he can't hurt you
Moustacheless Eggman:
8:00 That's also in sonic generations. I know that just by plain looking at the spring in white space going to the green hill challenge acts. No extra stuff needed.
9:15 nice wormhole
That intro though
In sonic forces they really borrowed some old orignal concepts from sonic 2, like green hill zone turning into dust hill zone which was also a scrapped zone from the game as well also we can see chemical plant zone becoming oil ocean zone and metropolis zone already looking like the original Genocide city zone in which point chemical plant/oil ocean became or will become a part of that zone. So it's interesting that they brought back old concepts from sonic 2 right under our noses.
Giant enemy crabs? Do they do huge damage?
no but you can hit them in there weak spot to do massive damage.
its a mini boss on stage
Damn eggman without a mustache looks like gru
I'm kinda sad you didn't take a moment to showcase all the infinite "long bois" that appear in a later metropolis stage...
4:08 That's the one before Gru, he's... EGGRU Ooooah, got 'em.
Do a boundary break on telltale's the walking dead
This game is GORGEOUS!! I just wish there was... y'know... more of it...?
Awesome intro!
The thumbnail seems to imply that Eggman is just Gru with a moustache and nose blush.
this game was already broken so i cant wait to see you break it even further
Nice job on the video! Also, that intro and the fan art were pretty cool!
Sonic Forces me to watch this
Why am I laughing at this
This is the REAL first comment 👏
KC Garcia
First you are, so Crown you get: 👑
Here's another thing about Sonic Generations' goal post, apparently they are squished 3D models, because if you clip through the Robotnik end of the sign, there's a set of teeth in there.
This channel should start an animated series!
Aaron Greenfield about?
Wipeout325. Anything, everything, video game Fantasies, the possibilities are boundless, he seems to have the talent for for it. But that would be up to Derrick to Decide.
Aaron Greenfield he might have ideas, but he’s not an animator, all of that is done by others and if he doesn’t already he’d have to pay people to do a series like that.
However I do like your “boundless” enthusiasm.
Lmao i sense Eggmans Plan memes coming around the corner
1:17 good job with a mistake almost immediately xD
Occlusion culling is not removing objects based on what the camera is looking at, that is called FRUSTUM CULLING.
Occlusion Culling is a general term for removing objects that are not visible due to being behind other objects. The camera is not an object, so there's no way for it to ever occlude anything.
So if a large object is between the camera and a small object, then the small object is being "occluded" by the larger object and is a candidate for culling.
Frustum culling removes objects that are wholly outside of the camera's view frustum - that pyramid that describes the area the camera is "capturing". This is done by checking if the object's bounding box is outside the planes that describe the camera's view frustum.
TLDR: Occlusion culling is a general term that describes thousands of different techniques to remove objects that are occluded by other objects. BSP partitioning with a potentially visible set is one technique of occlusion culling. Fragment visibility testing is another technique for achieving occlusion culling.
Frustum culling is probably the one technique that is not part of occlusion culling. Frustum culling is the removal of objects that are outside of the camera's view frustum (removing objects the camera is not looking at).
We get it, you know computer words. You can shut up now.
Optillian "Stop showing that you know more than me"
"BSP partitioning" means "binary space partitioning partitioning", you have included redundancy : )
As a game developer myself, I find this series fascinating for two reasons: 1) it's fun to see what kind of shortcuts level designers are comfortable making (helps me with engine design) and 2) it's absolutely amazing to see what laypeople consider magical :D
Take culling of visible objects, for example - one video (from another channel) even claimed it's a "secret game devs don't want you to know", whereas pretty much any article you go into that lays down the absolute basics of game and engine design focuses exclusively on ways to show the least amount of graphics necessary.
...anyway, he's kind of both right and wrong about the culling at the start of this video: what he's describing is view culling (frustum culling is one way to achieve that), while the game also displays effects of occlusion culling by way of some variation of "potentially visible sets" - only chunks of the level that can potentially be seen from the player's current position are made part of the active scene.
Felix Klenk Hehe, well spotted - thanks! Also, you have a really nice first name. The type of first name a handsome, intelligent, super cool kind of person would have ;)
*looks at Green Hill zoom out*
*Sees sand*
GREEN HILL'S LOOKING A LOT MORE LIKE SAND HILL RIGHT N-
*gets shot*
Could you do life is strange?
I actually want to see him do some more adventure games like that.
joe momma hmm interesting
Go into episodes shadow and boundary break you'll be able to see Infinite face
Since you can go out of bounds and watch the environments move, can you please record dreamscenes, moving pictures of each environment, and upload them? That would be so cool.
That is really cute fanart