Arrow keys to move Z to jump, hold Z after jumping to drop dash Double-tap down on the ground to spindash Double-tap down in the air to stomp The boost isn't in this project (read notes and credits for why) and in my opinion I don't think it would work for what I'm trying to go with for the level.
This project has been in my folder for a while hence why this uses an outdated version of PSE. Turbowarp link here: https://turbowarp.org/1382251960 Credits to @Enigmatic21 for PSE of course. Music used: Highway in the Sky... for Final Rush - Sonic Adventure 2 OST After seeing this engine I decided to import a level from a game I'd been working on since the level design philosophies were kinda similar, though in this project it has been retrofitted quite a bit for Sonic's moveset here (I didn't edit the moveset since I wanted to test this using what @Enigmatic21 already made and I'm waiting on some physics issues to be ironed out), though the end of the stage was stuff I put in for testing. Let me know what you think of how this plays! I also made my own Sonic sprites for this because I felt like it. If you want to use these, first of all I only did animations I needed for the project so expect me to make more animations in the future, and secondly I would appreciate if you credited me for these because I worked hard on them. Observations: - Trying to jump from sloped ceilings doesn't work as intended as instead of going down you skip backwards. This was one of the main things I noticed even while playing OG PSE Playground and according to Enigmatic the issue is the reattachment scripts. - Sometimes when moving at high speeds Sonic won't stick to slopes and fly off who knows where. This could be due to proportional slope checking (the number of checks scale with Sonic's speed) though I can't say for certain and it's better than the game running at 10 fps when Sonic tries to run fast. - I was gonna talk about ramps being inconsistent but then I found out that placing corner objects on them solves the issue so yeah. - Sonic doesn't have any air resistance which means that you can fly over a level if you charge a spindash and jump off a slope. 2D space definitely limits the capability of these kinds of skips, especially if you design your level around it, but it is something to think about. - It seems like there is no coyote time when jumping and I think there should be a small window for leniency considering how fast you can move in this engine. Trying to jump right after a drop dash can feel sort of unresponsive especially on small platforms. - If Sonic is moving at high speeds he'll sometimes pass through objects instead of collecting/interacting with them. I'm aware that in newer versions of PSE rings will magnetise to Sonic if he runs fast enough but also you can sometimes phase through dash rings if you stomp onto them. - I hit the clone limit whilst placing objects in the level so I guess add an object recycling system... This has nothing to do with the physics so uh- There might be some other stuff I'm missing but it is what it is. In conclusion: This engine is awesome.