Thanks to everybody who tested the previous version of the game. I have a new version, please let me know what you think, and whether there are any improvements you see which need to be made (except for the switch to C & OpenGL suggestion, thanks K^2
Here's a new version: http://www.lithiumdream.com/superfrog/S ... 070122.zip
One of the major changes to the packaging is that I included the managed runtimes, so, the game should work with any old version of DX9 (or perhaps DX8?) without having to worry about any Post-October DX9.0c sillyness.
I added a fixed timestep to physics, so those of you who couldn't get high enough on the springs, and SupSuper who had insane run speeds will have their problems fixed.
I've also slowed the player down significantly - it should be pretty-much like the original superfrog by now. Run acceleration is a bit higher, but that can be changed via the Media/Player.xml - if any of you guys want to edit the file, and end up finding some values (max run speed, acceleration, etc) which suit the game even better, let me know what they are, and I'll set the values as that for the next release.
There is now a basic death screen for when you land on spikes, with the dizzy animation when you reset to the beginning of the map, or touch monsters. The player flashes, and becomes invulnerable for 8 or so seconds after touching a monster.
There is still no real gameplay yet - you can't kill monsters, get points, or exit the level (you just get to the end, but stay in the map)
Mainly, I just want to make sure that the problems from the last release have been eliminated, and new problems haven't come up.