There was a demo but it's extremely outdated(From November I believe).
Anyway, progress has been slow but steady.(Mainly because I have work and classes to attend, so I don't have much time like I used to) Unfortunately I do not have screenshots, since I have been working mostly on internal things that will be mentioned below. Since I do not have any play testers, a public engine test will most likely be released in the near future once these tasks are complete. Once the mentioned tasks are complete, updates should become more frequent.
[Level Editor] (New things)
-Supports multiple background images for each stage.
(You can specify when you want the background to transition to the next)
-Supports any amount of animations per background image.
(MMX games have 3 frames per background, so that'd be the ideal amount)
[X:rise]
-Improved physics engine for enemies.
-Additional 8 enemies added. Few previews below.
Laser Bot
General aerial enemy. (Don't worry, they won't be clustered in actual stages)
Flame Chaser
Possible placeholder sprite, based off X1's rider.
Laser Ant
Remains hidden until in range.
Security Bot
Targets the player using bézier curves.
Sea Serpent
Plan on adding this enemy as a sub-boss with a new moveset. Physics are complete though. (No, it does not actually move this fast)
[Tasks that need to be completed]-Animated tiles(I am still deciding on how to approach making each individual tile to have animations in the most efficient way possible, via the level editor of course. There will probably be a limit of 3 frames, which MMX games seem to have. The problem is mainly trying to find a way so users can easily add animated tiles in. The best approach I can think of is having the editor import animation sheets. When complete, tiles will be able to have small animations like lights flickering, electricity and what not.)
-Several more enemies -There's a total of around 40 enemies at the moment, some new, some old with new physics. The only thing stopping my enemy creation process is ideas. :p
Again, it's not much. Creating sprites will most likely be the most time consuming task.(Backgrounds, enemies, weapons, perhaps bosses) Gimmicks(devices that make stages unique) and tilesets/BGs aren't really important until I begin working on the actual levels. I'm trying to put it off as much as I can until the mentioned tasks are complete.