I'm very interested in still working on a Sonic clone, and have been hoping for years we could use the Mr. Beanbag engine. Back when I was working on the graphics for my Backbone version I tried to make the graphics conform to what I thought was possible with the OCS Mr. Nutz engine, so the foreground tiles are all in 7 colours, with the main character using sprites to give him more colours. I cheated a bit and used those colours for the enemies too, but if it were using the Mr. Nutz engine they'd have to be BOBs using the foreground playfield colours. I still think it'd be possible to pull off a decent Sonic game on OCS with enough tweaking.
Anyway, sorry about rambling, I'd like to whip up some graphics for a Sonic game using the Mr. Beanbag engine. From playing the game it kind of looks like you're using 32x32 tiles, is that right? Is it a limitation of the engine, or could it be used with 16x16 tiles also? Is there a limit to how many tiles are in each level or map? And the character and enemies, are they all sprites and do they have their own palette or use the same one the tiles use? Once I know what I can work with I can hopefully get something together.
I'd like to offer you any help I can to get Mr. Beanbag finished, polished and presentable too if you'd like. I think it's a great game worthy of a commercial release, and I'm sure we can work out a good digital distribution method for it, even if the game is free with a donation button. A few of us have been working on plans for a new publishing method with a web-based "app store/software centre" which will be free for developers to use rather than charging them to host their software on the site, but if the software is sold then a percentage of each sale can go back to site maintenance. Together with online distribution we'd like to offer optional physical publishing and packaging with active promotion around the web to appeal to collectors.