Update 2012/03/16 15.05:
Demo 052.1 ready for download: http://www.sendspace.com/file/xq0jra
Note that this is more of a rush release than an actual demo, just to show that there is progress being made. This demo also has debugging tools enabled(rather complex ones, that is). If you yet haven't found the debug menu in the game, then it's accessible in this version. When you start the game, it dumps you straight into the Debug Menu instead of at the logos screen. Use arrow keys up and down to select a option, and Space key to go to that other debug screen. Left and right adjusts settings and variable numbers in the game, such as the number of coins, hearts, and so on. It also let's the user go to any level or room in the game, even test areas which usually is blocked off from normal users, watch all the sprite graphics, look at backgrounds, and play all the sounds. With the Debugger turned on, the following additional controls are made available:
S Key - cycles backward through available debug options
X Key - cycles forward through available debug options
C Key - Performs the option/turns debug parameters/variables on or off
A and Z Keys - sets the value of an option, like object-placement, to the value as seen on the option being displayed.
W key - Goes back to the debug menu.
What more, the room you currently where in is remembered by the game, as it is an general instruction for the transition room(not counting any rooms leftover from an earlier game).
Available debug options:
Option 1 - unstopable= Sets whether the player has infinite hearts. Is used for testing purposes, but is otherwise useful for people who like to cheat.
Option 2 - obj= Enables object placement mode.
Option 3 - sync= toggles synchronization on or off, exactly like the D key.
Option 4 - autodraw= toggles autodrawing. Usually on by default.
Option 5 - gamespeed= sets the game speed. range= 1-100. 60 by default
Option 6 - wallcollide= sets whether walls are solid or passable
Option 7 - woodstock= sets whether getting rid of all enemies in a room will clear it or not. If turned off, the event doesn't trigger, which means the user can continue to explore the area after more treasure until time runs out. Usually used for testing purposes.
Options 8-12= not yet implemented.
One noticable bug to mention here; if "unstopable" is turned on, when the timer gets past 0, the music cuts off as usual, but nothing happens, Kazooie won't be kicked out of the level, and the player can continue on as if nothing happened. It's an generic bug that occurs if "unstopable" is on, and won't be fixed, as it's a debug feature.
If in object-placement, an cross cursor appears on the screen. C key places the object at the position the mouse is on. Do note that if trying to place a nonexisting object, the game will hang, forcing the player to do ctrl+alt+delete and shut down the application. I attached an list of objects as an guide of what every value each object corresponds to.
As for actual content changes, the Coffee book feature has almost been fully implemented, and works very well. In the enemies section, there's several slots not having their descriptions and sprites done yet, instead using existing ones as placeholders. The main menu is functional as well, and one can select any of all the episodes, as well as the currently unfinished ending cutscenes. A couple bugs have been fixed as well, and Kazooie now has a smoke trail behind her whenever she bashes, primarily added in as an little cartoon effect. Also included an actual help file that has yet to be finished, but most of the info is in there, including some additional details about the games development process.
Enjoy this release so far. It sure took a while to get the things i just mentioned working.
Update 2012/03/23 21.12: Working on the AI for the remaining enemy Wood-Stocks. I'm not very good on enemy and boss intelligence, but i better try it out before giving up on it.