What happened to oil drops from beta versions? It feels kinda empty without them. It also makes the game a lot easier - before I could barely get over 12k, now I got 15k on my 3rd try. Still, it's a 5/5 from me (I may be biased since I spent a lot of hours testing this game), but I really miss the oil drops.
@Dean647: I felt the same at first. But then I realized that each extra second gives you exactly 19 points, so you can always calculate what your personal best time was. By the way, my 87400 score is 100% legit, try to beat it if you can... one guy already did. (Current No.1 92k score is obviously fake - the guy had 129 creatures alive before his score was deleted.)
So far I've found six levels where it's possible to save more creatures than needed for 3 stars. These levels are 3, 6, 16, 18, 20 and 23. Getting all 3 stars with the minimum required creatures saved will give you a total of 87 creatures saved. This way you can get at least 95 (one extra creature per level, except level 18 which can give you a +3).
@L_DeathNote: You could make mutiple animations with the same image(s), just different collision shapes (and maybe different scaling). Then when you use tweens to change scale, you could use "switch animation" block to change the actor's collision bounds. It would be a poor solution, you'd have to make each animation/collision shape manually and thus only have a limited number of presets, instead of collision bounds changing automatically to match actor's current size. But in some cases that may be enough.
Absolutely brilliant (5/5, of course). I've beaten normal and hard modes, but I think night and impossible are just stupid - you can't see where the saws are. After voting is over, you should include "easy" mode (unlocked after beating normal mode) where there aren't any shadows and you can see the whole level clearly. It would be interesting to experience these levels "normally" and also as a training for time trials in other modes.
I agree that our solutions are basically the same (making 4 invisible lines around the edges). I just wanted to show that it's possible to achieve this without using behaviors at all. Making actors die when they collide with terrain would also be using behaviors. Anyway, great tutorial, as always.
It looks like it's possible after all. Playing with terrain some more, I came to believe that it's considered a member of "tiles" collision group. So if you disable collisions between enemies/bullets and tiles, they go through terrain, while it still blocks your player (if you leave collision between player and tiles on).
Or have bullets/enemies die upon collision too ;). The idea doesn't seem much different than using the thin actors to wall the edges. Still, it's nice to have alternatives. Thanks :)
Another simple trick for edge detection is usign terrain in scene editor. Just make 4 "lines" (terrain boxes with 1 pixel width/heigth), one for each edge. I tried it and it works perfectly. It's just a little tricky, because you have to "pixel hunt" with your cursor. But it shows the current location of your cursor in the lower right part of the screen, so it's not that hard.
Gauntlet 1st try: 22 minutes and 80 deaths
Two hours (and a lot of tries) later: 2:40 and 0 deaths
Interesting how easy Gauntlet becomes once you beat it a couple of times.
After reading all those comments about how this game promotes polygamy and orgies, I realized that Love was released on December 1st (World AIDS Day). I wonder if that's intentional.
The game somehow got corrupted after I uploaded it... am trying to figure out what the heck happened... EDIT: Got the oil working again...