Believe it or not, Ashley, there's actually an entire guide on how Sonic physics works. The page linked in PixelPalette's post above is just one page in the whole thing!Sonic Physics GuidePlus,you can also check out the Classic version of the Sonic engine I'm trying to replicate in C2 (with some difficulty).
The physics, to my knowledge, are quite accurate, so it's a good reference as well. Best to look at both, since the event-based engine works a bit differently when it comes to stuff such as rotations, due to the guide being based around methods used in the Genesis/Mega Drive Sonic games.
Really, creating a more advanced Platform Behavior based around Sonic physics may seem hard, but Sonic fans have spent years figuring out how it works. Obsessive, but it does have benefits. :) Build a solid framework based around those physics, and then provide users with options to be as flexible as they want with it, and then you have a behaviour that will let you do more than what is there right now, I think.
Speaking of which, Ash, did you get that PM I sent you about anglelerp() and RotateAngle()?
Edit: Fixed the links. And just to note, even Mario
could run on walls at times in Super Mario World. Food for thought.Candescence2012-04-15 13:23:34