The new one is better, it’s easier to tell what’s solid and what’s just background.
looking cool, when can we play?
I’m thinking in a week or two.
well by then it will be an awesome game.
nice drawing BTW.
advice: make teh enemies a different colour than the player.
casue if it gets close and personal it could be confusing 
I’ve been working all day on the moving platform system, and I’ve got it about 90% done. I also have those blocks that disappear and reappear as shown in the screenshot.
The new enemy design I just made in action. Looks like a sad zombie catfish to me. infact, that almost sounds like a game title! How does “Attack of the sad zombie catfish” sound?
Man, I wanna release a demo! But I can’t yet, I have things I still need to polish. :’( Anyway, all I need to do is add in a player death animation, a win condition, a win screen, and I think that’s it. should have a demo up by monday!
I’ve decided to name my game Xenplat!
this sorta reminds me of that old “dos” or win95 not really sure, game called commander keen haha.
Your graphics are overwhelming me with their awesomeness. 
I’ve got a few questions on here that really NEED to be answered. The first is a jumping physics question here:
the second is a EasyOGG bug here:
someone told oyu how to make the jump physics.
just have a double leaveGroundTime. And set it when you leave the ground, and then for every decond you have been off the ground you increase the gravity power by 1. Then make your jump power greaty than initial gravity power. Then gravity will become stronger slowly and make the jump look nice and natural.
there are some problems wiht this method though ;). You could do a distance sorta thing, cause otherwise if the computer glichtes it wont go the same distance :/,
That’s a pretty hacky way of doing it. :-\ You’re just creating another abstraction for velocity.
guy.velocity.y += jumpForce;
guy.velocity.y -= gravity;
guy.velocity.y -= gravity;
guy.velocity.y -= gravity;
guy.velocity.y -= gravity;
etc.
That will create a nice parabolic curve all on its own. No distance calculations or anything.
ex.
vel.y is 0;
vel.y += jumpForce;
vel.y is 100;
vel.y -= gravity;
vel.y is 90;
vel.y -= gravity;
vel.y is 80;
vel.y -= gravity;
vel.y is 70;
etc.
So he’ll continue going up at a slower and slower rate until vel.y is 0. Then it’ll be just the opposite, where he’ll start dropping faster and faster.
yeah taht is proably better 
Man, that energy drink did me a world of good. I’m tearing through my todo list like something fierce!
It’s “Stellar” 
… … … =0 It’s all in my code as “Steller” =0
Luckly It’s been renamed to “Emerald J.”

Perfect then.