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 ################# 17/04/24 UPDATE: Added Bridges (Player 2 falls through them but I'm not bothered to fix that rn) ■ Added Shields too. (There was a bug with the lightning shield that took me at least a week to fix so that's why the update took so long) ■ You can pause after you die. No idea why you couldn't before. ■ Player 2 can now get hurt. I've also changed how the level data is stored. Instead of being on 3 seperate lists, it's all stored in one. (curLevelData). I've also added a fourth entry, the "Zone Type". This should tell the engine which tileset/music to use, which should hopefully make it easier to add new zones. 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