A while back I decided I won't add any new features to my game and engine before the current state works properly.
The code was a mess, half of the stuff worked just on pictures, but in reality it was either bugged or half finished.
Things to do:
1. fix physics
2. make level editor user-friendly
3. figure out skeletal animation and animator
4. figure out how enemy spawners should work
Current state, April 1st 2012:
1. I tried fixing physics, but I failed. At least that part of the code is now clean, so it wont be a problem getting back to that.
2. Making editor user-friendly is best done if you try to make a map and then implement all the features that seem to be missing. Since I have no mapping skills and Super Mario Bros. maps are a too small challenge I decided to remake one map from another 2D sidescroller that is several times bigger than all my previous maps. The end result is a map(unfinished) of 1200 entities(not counting enemies,entity!=tile) and an editor with clean code and increased usability.
Major changes to the editor (February,March):
- I made a TextureManager which stores all the game textures and makes them all accessible via the editor. So, basically if you want to make a terrain out of players heads you can now do it.
- the textures are loaded from text files. Just put a path to whatever texture you can find in that text file, it will be loaded and you can make levels with it (texture can be a tilemap too)
- I found out that in Visual Studio windows and toolbars can autohide/autoshow when the cursor hovers over it. It saves space and reduces the number of "mouse presses" when working. I implemented that in my editor.

Autoshow/autohide feature and first layer of the map.
- changeable grid size
- selection box
- fixed almost everything editor related
3./4. Nothing yet...
When I finish all this I will release a playable tech-demo.