> * Title sequence scrolls in way too fast.
Okey doke, I'll adjust it.
> * It doesn't matter which arrow keys you press, the character selection scrolls through the same way.
This is identical to how the character select screen works on the NES. On of the goals is to make it as exact to the NES version as possible.
> * Lowercase r is screwed up on the naming screen.
I don't see the problem you're stating here.
> * Holding an arrow key juts the player in a direction, pauses for a second and then juts again. Shouldn't it be a smooth movement across the tiles?
Yep, it should be but I haven't adjusted the calculations yet. Maps are new, the main point of this release was to get them functional. Now that they're functional I'll be working on tweaking how things are rendered. Notice how NPCs walk in the same way, the graphics have yet to be adjusted.
> * Music doesn't loop in battle (or in the shop).
Yep, this is something with the mp3 library I'm using. I don't really know much about audio so if anypony could help with that code it'd be much appreciated.
> * Parasprites don't disappear when killed. I think you can still target them for attack too.
This isn't a problem with parasprites, the placement of enemy sprites is wrong. There's one formation that's actually 3 parasprites but because of how the positions are calculated it looks like there's only 2 (the 3rd is drawn out of frame).
> * If one pony kills an enemy, and a second pony was attacking that same enemy, they attack the dead enemy rather than retarget. (I'm pretty sure that's how it was in the original, so I don't know if you'd update that or not).
Yep, that's another sticking to how NES did it. I have had quite a few people complain about this so in the future I'll be adding a game option which can't be changed after starting that'll allow people to play in Classic mode which targets like NES or Normal mode which will retarget after the original target is dead.
> * Not entirely sure what all of the slashes under magic are for. Do they keep track of how many spells you can cast? (See pic)
Holy crap the font is working for some reason! On my machine the / don't show up. They divide the amount of magic you currently have per spell level.
> * Randomly encountered Nightmare Moon right next to the starting castle. That seems a bit early to be running into a boss.
Yep, that's just a test encounter. There's no solid story scripted just yet, don't worry, she'll fit in somewhere.
> * Nightmare Moon appears to be a little too big for the battle screen.
Gosh darn it, I forgot about her sprite size. I drew her before I fixed the game's resolution to be NES resolution, so she's a bit big. I'd be nice to have somepony redraw her to have a better sprite image for in battle.
> * I only get one experience point for beating Nightmare Moon? I got more from taking out three parasprites!
Haha, and you thought Celestia was a parasprite ;P Yeah, turns out her stats haven't been adjusted after reading from enemy files were changed.
> * Don't allies return to 1 hp after battle if they were killed? Or am I thinking of some other RPG?
Nope, that's some other RPG. In FF1 you have to go to a clinic/church to revive your character.
> * Caught up with Derpy and I get a shop screen with Zecora.
Yeah, Derpy's shop wasn't something that I requested PonyNoia to make, it just kind of happened when I was messing around. It was only for testing the new Shop system.
> * Shop music still plays if you exit the screen before it plays through.
Whoops, that's an easy fix.
> * A Gel attacked my Twilight and she disappeared from the screen. She flashes in an out when it's her turn to act. She reappeared when she was killed.
Your Twilight is probably just weak (HP < 25%) and it's showing the weak sprite which currently is not drawn in the sprite sheet. As of right now there's just a blank spot there so it looks like it's drawing nothing.
> * Pressing the A button / X after the game over closes the application. Not sure if intentional or not.
Yeah, this is intentional. Would it be better to return it to the title screen?
Yep, all that's normal. First two identify files not found for rendering (such as the title screen not having a background image). Null pointer is it just trying to update a scene that hasn't started yet. The print out of jobs is just debug I forgot to remove. The printing of the magicGrowth.txt not found is because the Fighter class is apparently missing that file.
Thanks a lot for the extensive testing, it sure does help quite a bit!