Hate to bring old topics up but i think i owe it to people to at least keep them updated with what's going on (even though i don't really do it much

)
Anyway......the game
Well, when I finished this demo iIdid take a long break. Maybe a bit too long in fact, but even whilst in this break I did code & well created my own platforming game engine. In this demo the functions ain't really generic, and they were not up to par with what I can do. So in this break I re-wrote the code starting from scratch only keep key assists like my tilemap engine (which I think is really good to be honest). And that I think is the only thing I kept.
SOOOO what have i ended up with and what did i do?
Well...i re-wrote the entire collision function, it now uses tile based collision detection which was a pain but with the help of a god(yaustar

) he finally helped me understand & use tile based collision for my own purposes. Tile based collision detection is much faster than my previous method & is better suited towards lots of objects as-well so it is the ideal choice.
That took a while. Another thing i didn't like about the previous code was the animation function, towards the end i rushed it a bit, this lead to problems with certain animations (mainly jumping) not functioning right, i started from scratch with that and have a fully working animation system which turns out to be smaller (the function) towards it's counter-part. Also i finally got around to added the choice to play as Luigi or Mario and they work fine, i've also updated the sheet & have the 'dead' animation working. Though features like Mario jumping in the air ain't done yet (it's on the list ;) ). Lastly i found a error with the way i was blitting the bigger sized objects (the jumping sprite and others) which made them look squashed, this has been fixed aswell.
Last but not least, (nearly) fully functionally enemies. It can support as many enemies as i like, currently only one type (Goomba) and i'm wondering about the fact on having 'smart' Goombas which don't fall off platorms & can detect the end & change direction, the code itself is very easy & would only take minor change but i ain't sure if Goomba's can do that and if i'm trying to keep to the original theme then.... it's one to think about.
Also i haven't yet done the whole falling off platforms code for the enemies. Though it'll won't take long and is next on my list of things to do before i die :)
Finally i have news to the map editor, the map editor is a fully functional map editor right now. It can load, save, create .map & .mapc files using my own functions i created a while back but since have improved upon. It can do everything a map editor should do. There are two layers, the normal everything layer(blocks etc.) & the collision layer. The collision tile sheet isn't finished yet, at the moment it's just coloured tiles representing different things. In the future I'll need to update it & make it more clear to other uses.
It saves files using the sony OSK and must be a string of more than 1 char. Note: You don't need to add the .map or .mapc extensions. It does that for you ;)
.map = the tilemap with all the data relevant to what gets blitted on-screen
.mapc = collision map.
Anyway so as you can see I've made quite a bit of progress, and i made this post just to let people that I am still working on this and that this project isn't dead.
I'll have screens up a bit later today of both the game in action & the map editor in action. (Right now I'm tired, I've been up all night

. So I'll make a new post later on, also testers expect a new build asap!).