Now the player can receive 1 extra life if it reaches 50,000 points (I've used Chopps system as a base to do this one). We have now a life gain value for lives obtained by collecting rings and another one for lives obtained by reaching 50,00 points like Genesis games. Now Mighty can deflect bullets from the enemies during spindash action. I mean, according with SPG animation speed should be the same in case of the player is rolling and swap to air state. This is used to make Chopp's animation works correctly. Implemented a new variable on PlayerMovementValues2 called StoreXSpeed, like the name suggests it only store the current XSpeed of the character when on the ground. Now the breakable blocks can be destroyed from below during springs action (like Mania). Added GHZ collapsing floor created by Dark. And when you were thrown down the ramps or diagonal springs in a slope, the same thing happened. This fix weird bugs, like, if you suffered damage while walking in a slope, the knockout or death animation showed the angle changing for a few seconds. Now animation and player angle will always be "0" when on the air like it was supposed to be. Skidding, Ray's glide and Tails flying was been improved.
Added 2 new camera modes: 3 (Death) and 4 (Act 2 transition). Now the angle changes directly in the events responsible for angle detection. looking up and looking up reverse now use the same ID).
Unified looking up, crouch down and skidding animations for the same ID (e.g. Renamed Alterable Values to facilitate the understanding of the average user. A brand new transition between acts system was been included. Gumball Machine bonus was been implemented. All the characters animations was been redone. Some things that naturally worked great were ported from Sonic Worlds Delta, like the parallax system, tunnels, screw, corkscrew and breakable floor in with slight adaptations, but everything else was rewritten by team members. We've added a gumball machine bonus stage and a unfinished Blue Spheres example created by Yonatankr. It also contains alot of gimmicks, items and features to you build your fangame with the most higher standards. It has support for SDL Joystick, volume control, display options, save system, smooth rotation and classic rotation. Other important parts like rings, camera, sensors, physics, collision, landing and angle detection, have been completely different. the actions which were all rewritten, keeping only the way they are activated and deactivated). Talking about the base, we keep some things from the original base, such as some parts of the movement routine and the actions system using group activation/deactivation, but everything with some rewritting and/or improvements (e.g. An extensive internal documentation was been written, including used qualifier and mathematical formulas. The codes were built to be more economical, saving performance and making it easier for users to understand. The base 360 Platform Movement and physics is already finished, but there is always room to add something more in future releases - if necessary. The engine was built from the Sonic Worlds base, but it's entire core has been radically modified to offer infinitely greater precision, making Core a unique, cohesive and solid experience for Clickteam Fusion 2.5 PLUS. Some sources were used as a reference to do the physics, such as OpenMania and Sonic Physics Guide. Core is a open-source Sonic engine created by myself in association with Tyson Tay, Lighto, Ainand, YohananDiamond, Chopp, Yonatankr, Dark, Carlos Ushiromiya, Dolphman, Yolkin, Troopsushi, Jeloboi, Joshyflip and Nuclear.