Still working hard on this project... cos... really what else is there for me to do at moment while still looking for a job and such...

Made some changes since the last shots were taken. Have changed from scrolling levels to 'flick-screen' for a number reasons. One being speed concerns on a real CPC (while many games did feature scrolling, the results would vary and screen sizes were generally kept small to compensate) and this way I can have a slightly bigger on-screen play area. Also I find level design a hell of a lot easier with flick-screen games as I can do each bit of the level in screen-sized chunks and it's easier to make various level segments the focus and completely in shot. Mapping is a lot easier too as I can now refer to an array of low-digit co-ordinates for each screen of the levels. Have framed the screen using some of the small tiles that make up the status bar too (yay for memory-saving recycling). Done a lot of re-coding stuff to optimise, tidy things up and also make it easy for later coding. The game seems to be taking on a slightly more 'adventure game' type of tone with some story bits and puzzles (mostly solved by jumping on things or shooting things but hey...). Also still coding it with anything that I don't consider necessary classed as '128k machines only' and trying to get as much of the crucial stuff in so hopefully it can be coded to run sufficiently on a 64k system hence why I have to do a lot of graphic recycling (may as well make the most of what's already loaded into the memory).
I usually cut the big black borders in the screenshots but they're here in this one to show that's generally how games looked on the CPC (and other 8 bit home computers). It was possible to make the screen bigger and cut into those using overscan modes but it usually wasn't worth the hassle.
This shot shows the improved scanline optional configurations. I just noticed if I zoom out of the image there with Firefox's imagezoom extension it goes to normal size aaand the pixels shown are the game's true palette due to the way it scales out cleanly.
EDIT: updated screenshot with the more recent versions of the mountain tiles that do not have selout and stuff...