Thanks everyone for the continued good words :)
Flashkit, you set the benchmark of quick successive releases mate, I'm just trying to catch you up now ( Two games in a week isn't bad ) :)
pentru, the map format allows for an attribute value for each tile, so if I wanted background interactions I'd just set those values and do it all tilebased ( The same map format was used for my Day of the Warm Beer game, but just running in a gAS engine ).
It was decided from the original design doc stage that this game wouldn't have that though, as I always realised it would take a chunky pc to get the number of sprites we wanted without adding more to it.
We did have player>background collisions on chapter 3 with the girders, but those are just sprites.
DancingOctopus we did actually increase the height of the playing area, and the horizontal movement along with the black border is also there to make it feel much bigger than it actually is.
All the way through it was a struggle to keep the fps high enough ( Right until the very death we were tweaking stuff to try and get any more speed out of it ). I've got quite a meaty pc, and in FF it's not as smooth as it should be ( As much as it pains me to say it, but IE is so much better at playing the game back ).
The sickener is, when testing I had it at 40fps because on the desktop that played roughly the same as running it at 60fps in IE.
If we could do a d/load version, we could crank everything up so much and run it at 60fps with no issue at all *sigh*
Noticed someone asked how long it took to make, I'm not sure about the other guys, but I record all my time taken on stuff ( Freelancer, need to know these things, I'm not just being badly anal. Well... ), but in total I spent 51.5 days working on this bad boy.
Squize.
