Sorry, but I won't be releasing a testerdemo yet. Every time I get around to creating an executable I find another thing that needs fixing. The worst of which is a consistent full crash (specifically in the overworld luckily - for as far as I can tell), probably due to Studio needed greater care to resource handling or something
![Emo-Kid? Where!? :'(](http://zfgc.com/forum/Smileys/tplink/cry.gif)
I'll crack it eventually, but it might be a while before that happens I'm afraid. On the plus side: I'm about half way into making the menu's working like old again. Also, I've been tinkering with some core mechanics to get the pause mode working again.
![Grin XD](http://zfgc.com/forum/Smileys/tplink/grin.gif)
Progress report:
0.17.18 Studio (19 september 2014)+ Debug functionality is now on in debug runmode by default
+ Fixed issues in room creation scripting - rooms now start without errors/issues
+ Fixed graphical glitch in character terrain effects
+ Fixed error in running script
+ Fixed error in pushing script
+ Fixed error in idle animation script
+ Fixed a number of graphical issues on the map menu
+ Tweaked game settings to avoid tearing
+ Fixed some graphical issues with magic meter
0.17.19 Studio (20 september 2014)+ Replaced set_automatic_draw() functions
+ Fixed graphical issues text engine bounding box
+ Fixed graphical issues sprites item menu
+ Got the pause mechanic to work again (and simplified the coding significantly)
+ Made it so the HUD is displayed corrected in the GUI draw event
+ Made it so the item menu is displayed corrected in the GUI draw event
+ Made it so the text engine is displayed corrected in the GUI draw event
+ Made it so the map menu is displayed corrected in the GUI draw event
0.17.20 Studio (21 september 2014)+ Displaying screenshots now integrated into the master GUI object (=less resources / better performance)
+ Replaced obsolete room_caption functions
+ Some testers functions now also work in the starting screens of the game
+ Cleaned up coding during titlescreen / intro scene to make it more manageable
+ Adding tester functions to be able to check masking on the fly while in game
+ Renamed solid objects
+ Removed creation of masking sprites at the beginning of the game (based on new insights into the Studio's mechanics)
+ Fixed error when Murray's dissappears