Softloulou Thanks!
Beaverlicious I'll be doing some form of alpha testing starting in a month or so. I'm in the middle of adding in the additional player character choices, now that we have Spriter character map support in C2. I also want to get at least one more stage map in there for testing.
BluePhaze
1-Layout size is 640x360, and scales up to whatever monitor resolution. All of the gameplay is based off of the 640x360 size. The actual STAGE size clocks in a bit over 5k, but the camera zooming & scaling keeps most of it contained within the layout.
2-Magicam. It is such a blindingly awesome timesaver to use.
3-Final release will allow one player to use a mouse, but the others will be locked to gamepads. Controls are twin stick + a jump button, and that'd be really awkward with lots of people on a single keyboard.
4-Shaders are WebGL, for the smoke particle effects mostly, so they blend together nicely. There's also some newly-added shader-based distortion effects around the explosions (that's why the ladder is warped in that last screenshot post). Any tile without interactivity is pasted into a Paster object, so that's also pretty WebGL-heavy.
Interesting (to me, at least) WebGL stuff:
Loading times still stay pretty low at a few seconds on initial stage load, though loading speed, and pasting a few thousand objects on stage load, seems to be entirely tied to the speed of the GPU, so those with lesser GPUs may see a longer loading time. Testing on a GTX460, loading time increases, but it's still only around 10-15 seconds and performance at 1080p sticks to 60fps. On a GTX770 it's around 3-5 seconds and the fps is whatever refresh rate my monitor is set to, up to the monitor's max res (2560x1440@120Hz). On a laptop-based Intel 4000 loads times are still pretty snappy at 8-10 seconds, but performance drops a bit - 720p is still 60fps but 1080p gets really flaky and varies between 35-45fps. Poor lil fella can't handle it. For those lesser GPUs I'll probably put in some way to turn off some of the eye-candy WebGL effects that don't affect gameplay. Or maybe Ashley will find some magical way to allow us to change the resolution the monitor is running at .
5-Windows, OSX, Linux. Consoles once C2 has support for them. I've started reaching out to my contacts at MS and Sony to bug them to respond to Ashley's requests on how to go about adding said support. Unfortunately most of my contacts at both places are on the PR side of things, and they can be...less than helpful, let's say...when asked about tech-related questions. At one point I considered Ouya, but so far as I can tell that's pretty much a dead console and I have my doubts as to its ability to run Sombrero at my self-required 60fps framerate, let alone a smooth 30fps.