Thanks — Games ! I have only just been able to see it myself now.
zatyka and anyone else who is interested, here's what went on:
First of all the SVN worked great, until it started lagging in a peculiar way. It meant the updates were becoming available to other members, although they would not update, say, the image files unless you waited mystery amount of time. So essentially they were updating only portions at a time which thoroughly destroys everything. So, either don't use one or try out a different program or have some kind of synch happening where each member only commits at their allotted time. It was very sad to see this, as I was a big advocate for it. It worked fine on small commits and tests, but the way it crumbled once real production began cost us many, many hours.
Then there was the point of my PC frying with a good chunk of time remaining. Not only did I then miss out on this time, but several hours of my work was lost. I then had to skype call Lennaert from my phone to walk him through some of the final 'must be done' changes, which then also sapped his time. This was really bad as, not to speak down to the other guys, but Lennaert was one of the 3 major contributors. This meant that only really the artist got to put in a good effort (it really shows 'ey?), as he dodged SVN and this final issue.
Then there were a few hiccups with Spriter, as the artist only just started using it for the competition. But they were soon figured out and it's easy to say that it's a totally amazing tool.
Lastly, even with the SVN gone, merging work became quite simple. As long as everyone was working on a different part, things were structured so we could easily just port them across. The only downside of course, is it takes a while to get up-to-date copies out to everyone so they can all see the whole thing moving.
So what did I learn from all this? You want more people. You always want more people. We could not have got the art the way it is, functioning game, and multiplayer in there as one person. Sure the last 2 need a lot of work, but they are there even after all the hassles. And since then, Lennaert has got multiplayer working with the appearance of no lag across several games, Lorne has learnt Spriter and I learnt how to deal with some serious problems and do some funky new mechanics I never had to try before (like climbing ledges which gave me a lot of grief and still needs some tweaks, but it works). So this was very worthwhile and I encourage everyone to try getting out there and forming some bigger teams!