Stuff we need to do to release version 1.3:
Fix checkpoints possibly respawning frogatto over a chasm
Disable the attack button in arcade levels that don’t need it.
Fix inconsistency in standing on (mostly fast) vertical platforms - sometimes frogatto will be stuck on a falling animation while jumping onto an ascending platform. Other times, he’ll randomly fall from those, also when ascending.
Fix wrong/custom physics in some projectiles frogatto spits out, like moth bombs
Add some enemies that are close to release quality to the mainline levels; such as the worm, the hopper, and the wartfly (there are a few in Challenging, but none in Casual)
Adjust the difficulty of enemies, etc. according to difficulty levels (halfway done)
Get powerups to a clean, balanced state
me: Fix the text_width_check script
Fix inconsistencies in acid areas’ damage dealing
Give fat frogatto a item-get animation
Make bouncy drops (like the blue cubes, or coins that will be left by defeated enemies) inherit behavior from a common prototype; specifically, making them fall when hitting a ceiling.
Get the frogourmet achievement up to date with our current tally of enemies (that varies depending on difficulty level)
Make level titles in the new game selector translatable
Standardize all dungeon signs so they use explicit on_talk event handlers, thus making them translatable.
Fix frogatto’s fat variation, but not the contents of his belly, being saved if he dies after passing a checkpoint while fat
s complete the solidity fixes to cave levels[/s]
boss theme starts playing as soon as one enters dungeon-crawling
using the fire powerup, it’s possible to deplete the BOSS health bar before defeating all the kitties in the crevice-village cave fight
frogatto’s homing shot has a wickedly fast trajectory when aimed up or down in an area with no enemies
Fix Frogatto being able to use powerups while carrying something in his belly - that is, he currently spits it out AND uses the powerup
There’s more that I’m forgetting now. edit: gee, I hope not.