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I don't make stuff with physics or collision all that often, so I still think it's really impressive that you were able to put this together this engine in a week, because there's no way I could've gotten anywhere close.
Collisions were easy, I just used a series of Raycasts (rather than Unity's built in physics) and I tracked velocity internally rather than use a Rigidbody. It gives you much more control (ie, I used different layer masks depending on your y speed in order to do one-way platforms) and much more information than the normal physics engine does.
The hardest part of this one was calculating slope acceleration based on the ground normal. The difference between this engine and my other platformers is that it has two speeds, one for airborne (Vector2) and one for Grounded (float). With the sign determining direction on the ground it made adding/subtracting based on the ground normal dot much easier.
Even if it felt a little bit slower than a Sonic game, you really nailed the feel for the controls. It made me realize how much I missed playing 2D sonic games...
I mean, Sonic Mania's out next month :)
Yeah, I know. I just went away to other games and other genres, so a little refresher is always a good thing !
Good lil nostalgia trip, the tartan hill texture is extremely cute. I had an issue where the music would loop very abruptly and adjust its volume seemingly at random. When I got to the top level it briefly became extremely loud and distorted, dunno if that's the web player being terrible or what.
I have found some weird artefacts in the audio depending on what browser you're in, and (i think) whether or not you have a dedicated sound card. Especially with high-pitched sounds. I need to get out of the habit of using high pitched bleeps for jumping and the likes :)
I'm using Chrome and have an onboard soundcard, if that helps.