(Scroll all the way down for a tldr) Instructions: You thought I was done with sonic engines huh? some of you may or may not know I not only am a sonic.exe fan but I just love the sonic franchise as a whole. Anyway, enough with that this is the delta framework 2.1.7 public beta! does this mean it's the final version? no this is far from done but I feel it's been a while since this has gotten any (public) updates, anyway, feel free to play around with the tile editor and the one object I coded in and you may be wondering how any of those work? well the controls will be listed below so feel free to read. (Note: some things are still buggy, this is a public beta, so it is to be expected.) Controls and other things that need to be noted: Gameplay controls: Left key-Moves sonic left Right key-Moves sonic right Down key-Moves sonic down and if hold any of the jump buttons listed below you can perform a spin dash A/Z/SPACEBAR-jump/spin dash if down key is held Up key-sonic looks up, nothing else Debug mode controls: First, to access debug mod you will need to press "Q" two times, and to get out you will need to press four times (I will get into that later) Second, it's pretty self-explaining how to move in debug mode, so I won't get into that Third, the reason why you need to press Q four times is because only pressing two times will send you in precise mode which allows for more accurate tile placement. Fourth, to rotate the tile press W, press R to change tile and SPACE to place the tile (note you start out in a pre-made level) Credits: @pullmehair for code, art and being awesome @LCB456_test for other minor bug fixes @flamingfoxprod for logo annnd uhh I forgor his name SEGA for sonic, sounds and music. And yes, this is what all those "sneak peak" projects were for You got trolled, read the whole thing you lazy individual