If you are using platformer physics:
Try creating a series of slightly rotated platforms
When your player hitbox collides with those platforms rotate the player to match the platform angle - 90
Apply a force to the player hitbox at the same angle to push the player into that platform
. Presumably, you’d make an hexagonal path out of the platforms in the same way to form the loop (this could be hidden and replaced with a circle picture). Probably would still need to mess with rotation of the character to get the desired effect. Now I don’t know if that will work but just a suggestion which might be worth trying (it may depend on you also suspending gravity during the loop). There are undoubtedly a number of ways you could achieve a similar effect but that path feature in the other program seems more straightforward than some of the ideas I can think of.
In this very basic example you can move an object in a circle using maths. If you can imagine the green square is Sonic, it’s moving in a circle loop. So this could be triggered in the same way as in the video, by using a trigger object, and speed of movement to trigger whether the character enters the circle loop or not. There are a number of other ways you could do the same effect but unfortunately I don’t think GD has that same Path Movement object or behavior as in Fusion so it wouldn’t be as straightforward or simple. I could be wrong though.
The math object does not run smoothly and has pixel errors.
Hmm, it would be nice if i can see the lopp graphics too.
So I can not quite understand the circular motion.
Looks like it is wobbling minimally.
It does not be the “same Path Movement” Tool.
But this could be a feature for a newer gdevelop version.