Firstly on admittedly a somewhat selfish tone, a quick search reveals that three of my skins are in there...in .png format (unplayable out of package)
A bug I mentioned before still persists...collision with platforms that move inside tiles. The first level in Artic World is a good example -- the trap door squishing...thing, you can ride on it
by hugging the wall it comes out of.
I'll probably find more but right now I just wanted to say what I found.
Shy Guy Tag sure is bugged up.
With four players:
Firstly I played and got like 211, then the score rounded down to 200 and said I won
I played again, I believe I got exactly 250 and the game stopped and said I won with 200.
A CPU won with 311 points. The winning score display did not round down this time, it said he won with that many points.
Goal 300 seemed to work correctly.
I don't know if you are explicitly looking for the goal number or just the wrong number, but the game should also stop when greater number is achieved.
if (player->point == point_goal) //no
if(player->point >= point_goal) //yes
I haven't even seen your code so "player" is made up but it shows what I mean. Although its possible some random calculation is done on the goal number to modify it.
Another possibly is that the check for a winner is only called on occasion (ie its called when there is one shyguy but with multiple it does not check.)
I played on goal 100 and won with 200...
I played on Goal 50 and it was hard to tell what happened; I'd with with more than 50 but the game would stop at the same time someone else got 50. Maybe a test with 4 CPUs would reveal something.
Also in goal 50, its easy to have more than one winner--when this happens they can still move when the other players die but their "victory" image is a losing picture (everyone has a losing picture instead of two winning pictures) Apparently it has not been considered the possibility of a tie.
I forgot to mention that the fiery explosion sound's a bit too much for just return back to human/previous skin. And it might be a good idea to clear ZZLeveleditor before releases.