The original engine was using the Custom Movement, mainly because I hadn't really grasped original Static engine and wanted to try something simpler. Didn't quite work out, and also ended up resulting in being incompatible with the C2 custom movement. So when someone else continued with the static engine, I decided to port it over to C2... Though some issues still persist.
This engine is done completely in events, no behaviors. Mainly functions, detector objects, and a whole lot of math and variables. Needs work, but I'm getting there... Eventually. Oh, yeah, and it's totally open-source, so feel free to try and improve it.

Current Features:
- Slope-based platforming movement
- Standard controls and moves (running, jumping, rolling, etc.)
- Loops
- Platforms (jump-thru)
- Springs
- Sonic can be hurt and die (With S3 animations rather than Advance, yes, I'm a bit lazy with that, but I'd rather be coding than doing animations)
- Spikes
- Rings and ring loss
- A few sound effects
- Monitors, some of them working fully (the icon doesn't float up and disappear yet, and monitors aren't solid, see issues list)
- Shields with special abilities (Bubble shield ability doesn't work yet for reasons listed below)
- Bumpers, both from Spring Yard and Carnival Night Zones, working more or less perfectly
- Balloons from Carnival Night Zone
- Shoved all the Sonic-specific stuff into its own event sheet, for the sake of organization
Known issues:
- It's easily apparent that the player doesn't rotate fast enough. This results in some awkward results when trying to move up slopes or loops.
- In certain slope situations, Sonic spontaneously stops for absolutely no reason, "snags", in a way. It may or may not be the result of certain sensors mucking things up when they shouldn't be.
- I just discovered a limitation of the Classic engine that carries over to this one - if you don't have a gap of wall between a curve slope and a floor, you will immediately move onto the floor once you've gone up the slope rather than flying off. Granted, this can be easily worked around with level design tweaks, but I still call shenanigans.
- I need to figure out how to make solid monitors and the Bubble Shield bounce work without making Sonic automatically go into 'idle' mode upon landing.
- Sonic's sprite lags behind the player object a tad now in some circumstances, for some reason.
Playable Demo! (Controlled with arrow keys and shift. Z+Down allows you to fall through platforms.) Also, an EXE download.
Construct 2 .capx, release 106, requires Standard license (requires the Function Plugin)
And for Classic users...
Classic .cap (Version r2, requires the MagiCam and Slgor's input system plugins.)

