The only difference is in the layer that the actor might be in (depending on the order you place them in the scene), but that is true for making everything by code as well. So, in short, no real difference that I know of.
Yes, especially the part about the controls. I dunno about the lag, didn't experience it as much. Upgrades would be good, but I have no idea as to what you would want to upgrade, the speed of firing and how the bullets go up in number seem to be the only things I want. Shadow999999 does have some good ideas, though.
I'm glad the lag was minimal for you. The FPS is right on the borderline, where good computers will experience minimal, if any, lag, but older computers will see more. Will be looking into the upgrades :).
Nice tutorial! One question: Is there a way for an actor to get to another region within the same scene? For example, when the actor "entered" the door, would it be possible for the scene to fade out and the actor would still be inside the scene but at a different location? Sounds a bit complicated, now that I think about it.
Yes, that's entirely possible. In fact, I am doing that in the tutorial itself! My tutorial is all one scene, which is why it flows so nicely from one scene to the next (and why I can use the slidebar on the bottom). What you are actually seeing in the game demo is the actors just fading out (or dying) and moving (or being created) between levels or when you die :P. To move the actor while in the same scene, you just set the x and y of it to the new location (found in Actor -> Position palette).
Direct right is 0, down is 90, left is 180, up is 270. Thus, up-left (45 degrees) would be 180 + 45 = 225 and up right would be 270 + 45 = 315. I probably should have mentioned that...
A setter will store the information in the attribute, and a getter uses that information from the attribute. For example, if you "set X to 10", you are telling the computer that when it sees the "X" to think of "10" instead, so when you "get X", the computer spits out "10" instead. Does that make more sense?
You know what? The challenge medal doesn't cut it. I've been playing for an hour already, hoping to get the badge. This is the first time I've ever given up a challenge because I can't get a badge.
Here's an updated weakness list:
Water > Fire & Air; Arcane > Earth & Arcane Fire > Earth & Ice; Earth > Water, Electric & Ice; Air > Fire & Earth; Electric > Water & Air; Ice > Air, Electric & Arcane.
To the developer:
NICE JOB adding Philippine myths to a game. My family and I were planning to go there this summer. Especially to investigate the "white lady" at the "old church" :D
I really love how Bonte keeps on making these games. It looks like the developer really listens to the gamers. To those who said that this is a lack of creativity, just look at the time and effort on making these games. It's not easy making these kinds of combinations. I think there hasn't been much improvement because of the concept of the game. That is, making balls like you are in a factory. Even though it lacks improvement, I definitely enjoyed the game (even though I haven't finished it.....yet). 4/5 from me :D
The only difference is in the layer that the actor might be in (depending on the order you place them in the scene), but that is true for making everything by code as well. So, in short, no real difference that I know of.