Is it?
*checks*
...SHIT!
Damn, I spent like an hour overlaying an undulating image trail in the animation (it's only about a dozen frames, so the work's justified). Oh well. Should be an easy fix, assuming I haven't deleted the trail animation.
And Zero, while that animation's not bad, he moves too quickly. It looks like there are some frames missing in the swing. And I do plan on making the whip non-static when it extends, but since that's purely a cosmetic effect, it can wait for the time being. Even though I'll probably do it here in like an hour.
And yes, there will be a demo. It will be the first stage. It's nearly done, I just have to make Medusa's boss. I'm having trouble deciding how I want to do her, hence the time it's taking. I'd prefer a snake-tail one like in Chronicles/X68 and Rondo, but chain segment physics in GM are looking to be tedious as hell, and I haven't found any guides to give me any base for what I'm actually looking for. I thought about using her SotN incarnation, but I don't know how I feel about that one. It's not snakey enough for me. I'm currently considering giving her two forms; the SotN woman-snake form and then at half health she turns into a giant snake, or something. That idea would make her fight have more attacks, since her SotN AI is pitifully basic.
And I'm still studying Dracula's two forms in Esco's engine for AI tricks and techniques, so that's also eating up time.