The work on the onoing game was mostly tile and collision work.
You may have noticed that in the pose mockups, the ground was stretched. This is because larger enemies may need more space in order to position all entities involved. It also adds a few more options for small enemies as well, with the addition of depth
This also meant that I had to add a drop shadow, since otherwise platforming can look very "detached". Ended up being a little complicated since the collisons are tile based, and I had to make sure something so simple wasn't going to have a huge performence hit.
However the question now is how wide should the ground be, exactly. For now I'm sticking with the width in the top image, however I may change it later. The problem is that it can look a little weird once you get into floating platforms and such, and then you have to worry about the visual depth of tiles being above you.
I also spent a lot of time overhauling collisions in general. It will now be possible to have slopes of different sizes and shapes, which was not possible before. (It's also like 3X as fast, which is also good.)
Because I spent a lot of time working on the collisions (which is the same code used in all my current games), I may spend a couple extra days this week to get out the first real version. Will more or less just be enemies spawning infinitely until you're defeated, since there aren't any other mechanics yet.
Once that version is done, that will mark the first real update, and then from that point they will follow the 1-2 week update schedule (where every update must be playable and contain H.)
Anyhow, that's all for now.