Instructions
Very early Sonic engine, and my submission for GSE-Fest 2023. Most of the code is mine, loosely based off of the Sonic Physics Guide. This took way longer than it should have. You don't need to ask me to be able to use this. Better on Turbowarp: ⬇ turbowarp.org/432762752 so retro WASD / arrows to move ZXC / JKL to jump 1 enables debug movement 2 shows all the debug/collision stuff 3 changes your character 4 hurts you 5 teleports you to a random checkpoint STAGE EDITOR: ⬇ https://scratch.mit.edu/projects/491365951/ ################# Updates ################# 17/05/24 UPDATE: Revamped the background, now it's not just the same tile looping over and over. ■ Redid the character animations script. ■ Fixed the drop dash. ■ Added some particle effects. ■ Added the Combine Ring (https://info.sonicretro.org/Combine_Ring) ■ Fixed the player not taking damage while stomping on spikes with the bubble shield. ■ Changed the rings that scatter about when you get hurt to be more like Sonic Mania. (bouncing off walls, fading out) ■ Made the magnetised rings move a little faster. ■ Nerfed the fire shield a little. ■ Knuckles doesn't lose all momentum when gliding into the edge of the level. ■ Added Bumpers (placeable in the editor) TO DO LIST: ■ Add using Tails to fly ■ take another break ■ fix animations being 1 frame behind ■ sometimes when you get hurt your horizontal movent glitches out pls fix Full changelog inside the project in the background. ############# Variables and Notes ############# "physicsStyle" doesn't change much, only minor things that are different between the games. 1 to 3 is self explanatory, 4 is Sonic CD. (this won't change much btw) "toggleSpindash" is a little similar. 0 disables the spindash. 1 enables it. 2 enables the Sonic CD spindash. There's toggles for all of the other moves inside the project if you want to disable them Drop Dash and Amy's hammer drop dash sprites by me, feel free to use. wahoo
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