Thanks for all the feedback, people.
QUOTE (Polygon Jim @ Aug 26 2010, 02:34 AM)

It's a lot better than before, but still needs quite a bit of work. The slopes just feel really odd to control on still, and the jumping and rolling need work too.
What's wrong exactly with jumping and rolling, I want to know your opinion.
QUOTE (TheUltimaXtreme @ Aug 26 2010, 03:29 AM)

[...] jumping in 2.5D seems like its forcing your direction of choice too far, as you'll see me jump past monitor boxes that I meant to hit.
I suspect I overlooked the
Air Drag factor of classic Sonic Physics, which would fix the problem.
QUOTE (Azukara @ Aug 26 2010, 05:45 AM)

Engine is much better, but like Jim said, jumping and rolling need work. To be more specific about it though, Sonic's jump doesn't go nearly as high as you'd expect. Also rolling tends to make Sonic uncurl and fling himself through the air when starting to roll too fast or on a steep slope; which is something that obviously needs to be fixed as it breaks the engine a good bit and breaks the flow of rolling really quickly down a hill.
Sonic's jump is high enough, do you hold down the jump button?
About the uncurling bug, I'm aware of that; it's easy to fix by activating "Sonic Physics mode" but I left it for testing purposes.
QUOTE (Phos @ Aug 26 2010, 06:58 AM)

The controls don't feel natural. In addition to it being weird that the left stick turns Sonic, you're currently duplicating what the X axis does between both the sticks. I was playing on a 360 pad [...]
I would like to know if everyone agrees with you, the controls are comfortable for me and nobody complained until now.
QUOTE (Phos @ Aug 26 2010, 06:58 AM)

Also, I think you should pull the camera back from Sonic a bit it's hard to judge depth the way it is and it seems strange to have the camera so close. Compare Sonic's size on screen in one of the classics to his size in your game, he was about an eight of a screen in height in those games but he looks to be almost as tall as a third of a screen. It also helps to judge depth if you put the camera at a bit of a downward angle.
Zoom-out the camera manually then? Camera is closer when standing still and falling (default 3D cam), maybe I should zoom-out the camera while falling. Will take a look to the downward angle matter.
QUOTE (Azu @ Aug 26 2010, 07:06 AM)

Mushroom Hill Zone in 3D. It actually might be possible.
It is. If anyone wants to contribute to the engine with meshes to create a new environment just contact me.
QUOTE (Elratauru @ Aug 26 2010, 10:13 AM)

There is only one thing on the 2.5D part and its that when you jump, it jumps forward just a bit, but I suppose that is nothing really hard to fix.
Will take a look.