Progress report: after a couple of days off, I got most of the gross interfacy things done today. Intro/Titlescreen/stage select screen/password entry/outro* screen all done. PHEW. Only interfacey bit to add in the megaman game now is the pause/weapon-select screen.

The absence of music is becoming more and more conspicuous, and the lack of special sound effects for various things the bosses do is also rather obvious, but...have to deal with weapon selection, and DEATH first.
*it's going to be a real tear-jerker
To do (in this order):
firing bulletsimplement basic sound effectshelmet dudesdamage animationhealth barnew game title multiple bulletstransition to boss-screen (the barrier, screen-scroll, &c)*bullets arrayrobust killentity function (will take care of bullets/&c)kill all entities when meet bossbullets hit bad guysbad guys damage animationbullets deflect off bad guysbullets kill bad guysshootable/regenerating platformbosses <- 1/2 done essentially
have lady million warp on screen at start of level <- looking for more interesting way to do it than a direct imitation of megamen
conveyer platform
rising block platform/rising spike platform/or rising lava? (or maybe just have lots of spikes timed along the edges?)
falling spikes
have some music done by now
pause screen
pause screen w/ weapon select
rehash the boss selection screenkilling bosses grants use of new weapon (with screen saying this)
introtitle screen for 1d megaman gamepassword display after death
password entrydeath
design the levelsoutrothen other 3-in-one stuff if I have time:
game select screen
very buggy/quickly executed biocosm ripoff
game 3, also quickly executed
sick panda game, also also quickly executedz