I was wrong about alarm[12]. It's alarm[0]. I think alarms cycle back around after alarm[11]. Oh well. I'm prone to mistakes. Live and learn. What doesn't kill me will leave me crippled.
I wasn't planning on uploading release 0.4a, but instead make it 0.35a because I hadn't actually completed much on it. However, if my room transition script passes the debugging, I'll upload my current workbench as 0.4a by Monday morning at the latest. I know I'm horrible about keeping deadlines, though, so don't keep your hopes up. Still, I've written up the guide and now I just have to copy the code from my guide into a demo script, debug it, then apply my guide to the current engine. I'm pretty confident it will work.
Things to look forward to in v0.4a
Name entry screen (keeping it old school, no typing allowed)
Password screen with algorithm check (you'll have to provide the algorithm)
Classicvania room transition
Working draw_clipped() script (not that anyone else cares)
Spiked Crusher
Simple Falling/Rising Platforms (not the ones that go up-and-down)
Trap Doors (no guarantee this will be beyond the workbench stage, though)
Possibly Floating Spikes (haven't checked their motion algorithm yet, may put these on hold)
A more complex code base to work with (I haven't pruned it much just yet)