Bump for beta build:
http://www.dphrygian.com/bin/GRO-07-19.zipBug reports, critiques, etc. are welcome. Post 'em here instead of messaging me.
Edit: I'm removing the update log from the first post to unclutter the page and dumping it here for posterity.
UpdatesJuly 5:This is actually happening! I got the graphics and audio machines up and running a few days ago and spent yesterday implementing collision and physics and figuring out exactly what the game would be. Today has been a crazy amount of in-game tools work. Hex editing sprites was fun for a few hours, and then I decided I needed tools if I were going to actually get this done before the deadline.

Art and music are mostly still in proxy form. That sprite is probably going to stick, but everything else will change. Music will be slightly altered (i.e., legally distinct) variations on actual rock songs. Incidentally, I am *so sick* of the intro riff to "The Trooper" right now.
July 6I spent the late afternoon and evening adding a few extra features to my in-game tools (copy/paste, flip/mirror, eyedropper), stubbing out the maps, implementing an animation system, and writing the first AI (a Red Koopa Troopa, basically--patrols between walls and cliffs).
I put a preview on Youtube:
.
July 7I got a bunch of gameplay code done last night. The core player mechanics are all implemented (except death--does that count as a mechanic?) and the first AI is done. There's a few remaining problems to be solved, but a good chunk of the work I've got left to do is a known quantity, and I think I'm on track to finish this thing.
July 8Title screen, player death, and tombstones are working. I think I'll work on boss fights, player scripting, and the ending tonight. I should be able to have the game playable through in proxy form after that. Then it's just a matter of making content.
July 9Boss encounters and level completion scripting are about halfway done. I need to get the boss's second attack working, polish up a few scripting bits, and hammer on it all to shake out bugs, but the core elements are there. The only thing blocking a proxy playthrough now is the ending.
July 10Boss encounters are finished, and I've got a proxy ending sequence working. The last pieces of tech before I start doing art, levels, and audio is to develop a couple extra AI types and get random spawns working.
July 11All enemies are in the game and random spawns are done. I've started playing around with the layout of the first level to figure out exactly what kind of platformer I'm making. Also improved a few tools, fixed some bugs, and recorded a bunch of guitar noises that will hopefully make for decent sound effects.
More footage:
July 12I intended to take a brief break from working on this, as I kind of burnt myself out over the last week, but I did end up making a few critical fixes (Esc pauses instead of instantly quitting now) and starting to get proxy audio in the game. And I made a silly vintage game ad (posted below).
July 13I dusted off my Strat and recorded 15 minutes of meedleys and crazy guitar noises, then spent the better part of last night sifting through it all in Audacity to find decent sound effects. My secret goal to make all my SFX from unaltered guitar tones is a success!
The entire tool chain, if you're curious, was: Fender Strat -> Line6 POD -> Fender amp -> iPhone FiRe recording app -> wifi to PC -> Audacity -> 8-bit PCM .wav -> HxD to copy the raw wave data directly into my game's audio resource file.
July 14I jumped from level 1 right over to level 3 last night. I'm struggling to find a sweet spot in the difficulty, something that's challenging but not VVVVVV challenging, because I don't have frequent checkpoints. It should be Super Mario Bros. challenging. I'm going to save the really unfairly difficult pixel perfect jumping puzzles for a future project, anyway.
July 15I arted up level 3 and the ending sequence a bit last night. Music is the biggest thing left to do. I may post a beta build this weekend.
July 16I did very little work on GRO last night, though I did take a pass at the title screen. The logo is walking a fine line between cleverly stylized and illegible.
July 17Polishing and arting up the levels a bit. Have some new screens:

July 18I spent the evening mostly working on some music. Almost there!
New footage:
http://www.youtube.com/watch?v=38UQ958ogRMJuly 19Beta build is up!