Click here for the next build! https://scratch.mit.edu/projects/239348681/ Hello again, world! Here is my new release of Genesis Sonic Ultimate Engine! It's still incomplete, but showcases a new ability for multi-character! Both characters are stored in one sprite. You can change back to Ultimate Sonic by pressing C and entering "P1Char = "Ultimate Sonic""! Speaking of which, I added some new commands. Here's a full guide! P1Char: "GSE Sonic": Will set Sonic to GSE appearance and scripts! "Ultimate Sonic": Will give him the look and gameplay from the last build! "CD Sonic": No Genesis sprites yet, but plays like Sonic CD! MinWaitFrames: This allows animations to play faster if set to a lower number. CamSettings: "Sonic 1": Sonic the Hedgehog 1-styled camera. "Sonic CD": Sonic CD-styled camera. "GSE": Genesis Sonic Engine-styled camera. I've also done a bit of spiffing up in the command system. You must have clicked the window to use it, so it won't get in the way of commenting or coding anymore. I added a few sounds too, from Sonic Battle (the little Emerl chime) and Sonic 2 (the "NO WAY!" noise). The water physics were also edited, now it runs at a glorified 15FPS (the collision system runs at 15FPS, the game still runs at 30). Original Description by @Ludominous : Hey Hahasamian, sorry it took so long. I don't really have the time anymore to manage an entire project like this alone so I'm handing all creative control over to you if you're still willing to accept it. Maybe eventually I'll come back and we can all do a collab project. What I have done is programmed loops and made the zone linear. What I need help with it polishing the project for the public to use and more importantly the object placement. I've provided vector graphics for the objects to match the art style of my Sonic sprites. To add more level chunks all you have to do is add more costumes to the terrain sprites. If you look at how the sprite costumes are named it should explain how the system works. The project pushes Scratch to its limits and runs surprisingly smoothly. The first costume in every G1P1 sprite is named Z1A1P0, and the P goes up by 2 each time so the next costume you add to the sprite should be Z1A1P2. Z and A are zone and act, don't need to worry so much about that. It's more of a reference lookup for a full game with multiple levels. All I'm interested in is getting the engine to work. The controls are updated a little; Sonic can Drop Dash similar to Mania and the Spindash requires you to rapidly press Z as fast as you can to get that extra power. More Sonic sprites here if you want to add them: To add objects that will act as terrain you'll need to use the "Objects" sprite. The sprite itself acts as the surface of the water for Sonic to run across, so its clones can act as collapsing/breaking platforms. Hidden somewhere in the terrain detection sprite is a piece of code for if you want to program Power Sneakers into it and make Sonic faster. Also remember in your modern Sonic engine you got Sonic to do a half jump by only tapping the Z key? If you could implement that into this project but so that he's still spinning that would be awesome. I hope you enjoy working with this engine and if there's anything you don't understand or I haven't explained to you just ask in the comments. You've shown your understanding of how the Sonic engine works, let's see you make this thing work.
Thanks to @Ludominous , @tomicool , Sega, Sonic Team, What's-his-Name-- I mean, Tee Lopes, And hey! Why not thank you guys too? Thank you for playing!