NOTICE: This engine is no longer being updated. However I will soon be adding Tails to the Sonic Mania engine that I'm actually still working on. It will be included in the makeover once that's completed. Controls: Left/right arrow keys: Move left/right Space: jump Up arrow key: Look up Down arrow key: Crouch Down Arrow Key + Space: Spin Dash Space (After Jump): Fly B: Spawn Badnik (Top Platform) Use the in game switch to decide if Tails gets tired after flying for a while.
(Update log at the bottom) Thanks to IndyMine for making the original project: Sonic Mania Engine (That was a reference to the Scratch remix credit, lol) Tails and Sonic (Including sprites) are licensed by SEGA This is my first project using the flying ability, so feel free to report any glitches regarding that in the comments. Remixing is highly encouraged (considering that the title says "Engine") for this project. I can't wait to see what you can do with it! UPDATE LOG: 3/3/20: New animation: Jog (In between Running and walking animations). The flying animation was also improved (It speeds up if the space bar is pressed). 3/4/20: New animation: Dash (The level of speed after running) 3/5/20: Flying glitch fixed: Previously, instead of landing, there was a chance that Tails would shoot upward at random speeds. NEW STAGE: A new stage was added to liven up the engine rather than a small, boring platform. This new stage includes a fully functional Loopdeloop and an (easy to find) easter egg. (The old stage is still in the editor, so you can still see what that was.) 3/6/20: Tails can now take damage. He doesn't lose rings because I haven't coded those yet, but the damage acts the same way as when your partner gets hit in the actual games, so he can't actually "die". A motobug (badnik) can now be spawned using B and this is what causes him to take damage. 3/8/20: Saving and loading states now saves/loads all factors of movement. Damage also no longer works??? 3/25/20: New animations: Balance (Right and left): This occurs when Tails is on a ledge. Air Walk: Hence the name, Tails will Air Walk if in the air and not spinning. Idle: Tails will begin an idle animation if you haven't made an input for a little while. It is now possible to take damage again. 4/20/20: New objects: Star Post (Checkpoint): Tails will respawn here instead of the start if he touches this (Press E to set your respawn point back to the start). Rings: You can collect these to stop yourself from dying. New HUD's: Rings: The amount of rings you have is now shown. Lives: Even though Tails does not have limited lives in this engine, the life count is now shown. Animation improvement: Damage: The damage animation has more frames now. 4/21/20: New object: Bumper: Tails will be sent off in the opposite direction he's going when you come into contact with this. I also noticed that I've been working on this project a lot more than Sonic's version, so I imported all the assets from this engine into that one.