Play the TurboWarp version - its way better: https://turbowarp.org/1075027502?fps=60&interpolate&clones=Infinity&offscreen&limitless&size=640x360 Z to jump Pres and hold Z while in midair to charge the drop dash. Keep holding until you land to launch the drop dash. Press Up while standing still, then press Z to active the super peelout. Release the up arrow to launch. Press Down while standing still, then press Z repeatedly to charge the spin dash. Release the Down arrow to launch. Hold X to charge the instant spin dash, then release X to launch. Hold C to charge the instant peelout, then release C to launch. Also, Sonic won't launch from the super peelout, unless he's in his figure-8 running animation (just like in Sonic CD). Press Enter to pause/resume. Press 1 to activate the debug mode. Press 2 (while in the debug mode) to toggle the flight mode. Press 3 to stop the project and bring up the thumbnail (this is mainly implemented so I can easily reset the thumbnail). Press 4 (while in the debug mode) to bring up the physics configuration for the player. Press Space to change the level. (The main controls can be changed inside of the Control Handler sprite; see inside if you wish to change the controls) Also, you can use my engine if you want. Just be sure to give credit!
If anyone wants to use this, go ahead! Just be sure to give credit! The Sonic Physics Guide was extremely helpful in making this engine. I was inspired by @MrLog and @piggeh to make this. I got the stage size detector from @just-a-hriday I got the mobile device detector from @supernavo I partially followed @griffpatch's classic platformer game tutorial in order to help me design the collision detection system. It's taught me a lot about collision detection! Now, I didn't just copy paste his scripts either, but his tutorial helped lot nonetheless. Also I followed his tutorial for sprite ordering as well as his muti-touch joystick tutorial. I also partially followed @ShiftClickLearn's scrolling platformer tutorial for the scrolling system (the collision detection wouldn't work properly otherwise lol). I got some levels from on of @mewtube47's projects, and the rest are form @MrLog. Also, Sonic's rotation scripts are a combination of @RokCoder's method, and @conveyer's method (I saw the scripts in their projects or in the scratch forums) with my own spin on it lol. Also, I think I got some of the sound effects from one of @pullmehair's projects as well. Everything else was done my me. Hope you all enjoy, as this might be my last project on scratch (for a while anyway). Also I'm not sure if I'll actually be updating this. The object collision system and the sound system are highly experimental. Also don't ask me what happened to all the releases before 12.0A lol. Tags: Sonic, Sonic Engine, Spin dash, Sonic Physics, Sonic Game, Sonic The Hedgehog, Drop dash, Super peelout, Classic Sonic, Spindash, Superpeelout, Sonic 3, Sega, Genesis.