
Static engine - By Clwe
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The Sonic sprite in this engine is from Matrixx - credit him as well if you decide to
use the sprite with this engine. The engine was designed and tested in TGF/CnC. It should work
fine for MMF as well, but I haven't tested it there, so keep that in mind.

The event number references are for when ALL the groups are open. Make sure you do
this, as otherwise you may end up altering the wrong stuff.

NOTE - You will need the fastloop object for this engine to work (don't worry, it doesn't 
get any more complicated than this!). There should be a copy of it for TGF/CnC with the zip file. 
Just place it in the TGF / CnC folder, or in 'extensions'. If you use TGF, change the file
extension from 'cox' to 'gox'.

NOTE 2 - It goes without saying really, but if you use this engine, or a significant part of it,
then I'd appreciate it if you put me in the credits. I can't force you to of course, but I could
always blow up your worthless little planet with my Death star, should I choose... O.o



 What is this engine capable of?

This engine can handle slopes of any angle (up to 45%), demonstrated in the example level.
All the platforms can be backdrops, and they don't have to be irregular. You can have curved
sections too, as long as (again) the curve doesn't exceed 45% at any point.

Sonic's basic moves are also avilable - looking up and down (no camera movement, though),
rolling and spindashing. The spindash works in the same way as the megadrive games - hold down
and repeatedly press button 1 to rev, then release the direction to shoot off.



 So...how much of this can be altered, and how fiddly is it?

Well, as long as you know a bit about static and hotspot positioning, you shouldn't have much
trouble replacing the Sonic sprite with Tails, Knuckles or whatever you want. Use the Sonic
object already there and copy the new animations in. You may have to alter the hotspots so
that it doesn't look like your character is walking in the air ;) (or whatever) but there's very
little else to do.

If you want to adjust the movement setings, then here's where it gets a bit fiddly. Altering the
jump height is simple enough - just change the value of the 'rise/fall' counter in event number 
46. The lower the number, the higher Sonic jumps. You can do the same thing for the springs, too.

If you want to alter the gravity, then you can either use another 'movement counter' for this,
or you can use an 'Every xx:xx:xx' timer event. If you use the latter, then don't blame me when
the gravity acts funny during periods of slowdown =P. That's the trouble with timer events...

If you want to alter the acceleration/deceleration, then just change the numbers in the 
'movement counter' events - 8, 9 and 10. This may lead to funny results though, so be careful.
Again, you can just replace everything with timer events if you want.

If you want to go deeper than that, you'll have to change other things along the way, too. For
example, if you want to increase the maximum 'pull' of gravity, you'll have to change the 
platform collision events as well as the max/min values of the 'rise/fall' counter. If you want
to increase the maximum speed or similar, you may have to alter the 'platform collision' events
(145-162) along with the 'slope movement' events (72-118).



Well, that's about it...I can only explain all this so much, so go and read the notes in the
actual engnie and see what you can do with it. Have fun! =P