Here are the hard specs:
The total area of the stage is 750x550 (750 wide, 550 tall)
BUT...
I'm letterboxing both the horizontal and vertical levels for performance and to leave room for the HUD so the viewable areas will be:
HORIZONTAL - 750x423
VERTICAL - 450x550
Frame-rate: 60 fps
IMPORTANT: ALL final art must be rasterized. This is really important because the flash graphics engine has to work super hard to draw vector graphics on the screen every frame. Vector art will bring the game to almost a halt @ 60 fps.
If we want this to be a super fast-paced shmup, we have to go through the extra effort of rasterizing our stuff.
This means everything needs to be converted to transparent .png or .gif. You can still separate symbols as different .pngs and then animate/tween them. Team leaders need to be very strict on this rule before shipping the final art to me.
Absolutely no glows or filters applied in the flash IDE. If it needs to glow it needs to be done in the .png file, not in flash.
This creates some interesting challenges because .pngs don't rotate well in flash unless you apply some smoothing, but I'm suspicious that even smoothing may tax the processor, but I'm not 100% certain yet.
Remember that just because it's 60 fps doesn't mean you need to fbf 60 .pngs for every second of behavior. The fast frame-rate is mostly for scripted movement like bullets, the animation will still look fine if you "shoot on twos" or even "threes"
Please also listen closely to the experienced game artists in the forum, like Mindchamber, because you can often achieve great effects and communicate what's necessary with a very small number of carefully planned frames...
ie: stuff like "why draw the sword slashing through 10 frames when you can draw a start frame, a blurred frame, and an end frame and get away with 3?"
This kind of optimization will be essential for performance issues, so please, team leaders and experienced artists, pour out your knowledge for the less-experienced!