NOTICE: PLAYING THIS PROJECT IN TURBOWARP IS STRONGLY RECOMMENDED. You can still play this in Scratch, but TurboWarp players get extra features. GLOBAL CONTROLS: Arrows to move Z while on the ground to jump Z while in the air to use the player's ability Down while moving to roll Down and Z at a standstill to rev a Spindash X to use a Tag Action (not yet implemented) C to swap to the AI SONIC-SPECIFIC CONTROLS: Z while in the air to Air Dash Air Dash near enemies to Homing Attack Hold Up before Air Dashing to make Tails fly instead Hold Down while being carried by Tails to jump off TAILS-SPECIFIC CONTROLS: Z while in the air to Fly Hold down before flying to spin downwards Fly near Sonic to start carrying him DEBUG CONTROLS: I, J, K, and L to pan the camera Spacebar to reset the camera's position Spacebar on startup to show debug assets GLOBAL PROPERTIES: When the player character somehow goes offscreen and dies, the game automatically switches them to the AI character. You can't switch to the AI character while it's respawning. If the AI and you are both respawning, you both stop respawning and get sent back to the beginning of the level. The camera uses a custom script that shows both characters to the best of its ability unless the AI is respawning. AI PROPERTIES: When the AI says "!", that means it's in catchup mode, where it will move faster in order to keep up with the player. When in Movement Mode 2 (in close proximity to the player character), the AI will copy the player's left and right movements with a delay of 10 frames. SONIC PROPERTIES: The Air Dash gives additive speed unless you're going slowly, so going fast and spamming the Air Dash will make you go very fast. The Homing Attack is still pretty buggy. You will always be dropped by Tails if he gets tired or starts a Downward Spin. TAILS PROPERTIES: The Downward Spin gives multiplicative speed unless you're going slowly, but only if you're facing in the direction that you're going. Flying works more like S4E2 than it does in the Genesis games (you have 7 "flight bursts" that send you upwards, instead of being on a timer). Each flight burst can give additive speed if above a certain speed, which can get pretty overpowered if spamming fly after bouncing on a spring. TURBOWARP-SPECIFIC FEATURES Better performance Higher framerate AI can go further away from the player before despawning Other stuff that will be implemented in the future
NOTICE: THIS WAS RELEASED SEPARATELY OF S4E2S FRAMEWORK FOR ARCHIVAL PURPOSES. This is mostly for me to see my progress in S4E2S Framework's development, but it's also for those who were already using S4E2S Framework before the update. This is a new framework built off of GSE for use in S4E2S (Or S4E2DE as shown in the studio name). It features a refined version of the AI/Player Switching system from my Sonic Classic Heroes project, individual abilities for each character, and a port of Rocket Revamp's object engine. If you hold space while starting the project, you can see a few of the debug assets in order to see just how the project itself works. Everything is still a work in progress, mainly the collision system being a bit janky and a few objects not responding properly to both characters at once. TO DO: >Add a tick system similar to Lightning Leap >Sync the objects to the level >Add multilayer level support (loops n stuff) >Add a scrolling background >Change Tails' sprites >Debug certain things >Refine the AI a bit >Implement Tag Actions, usable with the X key >Add low detail mode >Make a different level >Refine the animation system Sonic sprites made by @GoldMudkip and @ae0cats Tails sprites made by @IronZHN and @Tails-Tails Base framework by @tomicool Objects & some code from ROCKET Revamp (by me) AI code from Sonic Classic Heroes Engine (by me) Downward Spin concept by Katmint (SRB2 Reveries v2) Almost everything courtesy of SEGA and Sonic Team