That swing feels incredibly sticky and automated. When I say automated, I mean. Not using actual SIN COSINE code to give it it's swinging physical look.
Funnily enough, I use HWA R252 and the shadows work just fine for me. I would love to see slopes and models added to this though. Would then probably make it the ultimate 3D MMF2 Engine.
I have two, would it be relatively easy to add say, 3D models into this instead of 2D images following the camera? And Also, wouldn't homing attack apply to the same principals as if it was in 2D. Since it is in an overhead styled setup.
There is this one thing were you move the frames say in the "After Image" to "Dissapear" and it destroys itself without an destroy event. Also, sometimes if you try to destroy something and it goes off screen before that point, with the wrong "out of frame settings". It won't destroy and linger untill you make it go on the frame window again. Make sure the settings are setup correctly.
As for the shields. Make sure there is no other event trying to screw it up. If necessary. Make it go always behind the "Player_Skins's".
Only part that caused any slow down for me was the Water Ripple on my other computer. When I removed the image, it was completely fine. You would think these days though for what technology is. That shit would run more efficiently and faster right? I mean, most companies are behind. Take Clickteam for example. We was supposed to see Multimedia Fusion 3 in 2009... I guess we got what we got though.
I heard that you can get an image in GM split it up into 16 pieces and give each one it's own speed. Wasn't it in Sonic Dash or one of the versions of it? I remember Overbound going on about it to me but I don't quite remember unfortunately.
Strife: Much better. Good work.
Lake: Now that looks interesting, however. I quite like those tiles. Is the flat tile finished? It looks like shading is missing compared to the others.