Please let me know if you would like this tutorial series to continue. It takes a long time to make these, so I want to make sure that there's an interest before making part 2. Also, be sure to check out my other tutorials (see the "Updates" section for the links)! Thank you.
Hello Sirmoo,
For whatever reason, I can't seem to create a response, but yes you can. In the Actor palette, there is a "face direction" code and you can use the same coding for the shooting for that direction (you will likely have to add or subtract 90 though to make it work).
Thank you everyone for your support throughout these tutorials. I realize this one is tougher, but I hope it is well worth it in the end. Best of luck to all of you! :) [Yes, this is the final tutorial. I am leaving the internet at this point, so there won't be any more, but I will still try respond to comments to help out.]
For anyone going for the hard badge: First, beat the game on an easier difficulty. Then, instead of ending the game when you reach a winning condition, train 5 of your survivors to max stats (and give them good equips, such as +2 power). After you have them trained, click on a defensive building, and one of the options will be to start a new game with 5 survivors of your choice. Starting with 5 maxed survivors makes even the harder modes rather easy! Please rate up if this helped you :)
Thank you everyone for your patience in waiting for this to come out. The fifth and final tutorial for this set (covering menus & Kong API) should be out much faster than this one was. :)
Just as a heads up, the fifth tutorial will only be covering menus... and it looks like I have to apologize for the delay again as I am writing this a month later and am only halfway done. Since the fifth will be my final tutorial, I'm focusing on doing expandable techniques, which take some time to explain.
Why spend so much time going to the menu? It's really old really quick. I dislike games where I spend over half the time just clicking to get to the next level. Concept for the game works; implementation not so much.
Neat concept... but it wears off quickly. First, it gets annoying to have much control over where the balls are headed. So often I'm just watching them bounce without hitting blocks and unable to do anything about it. Perhaps make the sides flippers too or something. Also, a game-breaking bug (IMO) is that when two balls hit your "ship" at the same time, one goes right through. It needs some more work on the gameplay aspect (graphically it's solid though). Also, congrats on your Kongregate sponsorship :)... was trying to be the first Stencyl developer to get a Kong sponsorship myself :(.
Very nicely crafted. I also enjoyed not having a constant timer. Being able to slowly enjoy the pictures as well as find the differences ended up actually adding to the experience. I also enjoyed the variety of the styles you used, as well as the music. I thought the most I'd give a difference game would be a 4, but you ended with a 5. Hats off for a well-designed game!
Good little game. Two things kept it from being great: 1. he does move rather slow (-1/2 star), and 2. you can't jump from the edge of a tile, which makes for some infuriating timings since you see you are still on the platform but cannot jump which disrupts your flow (-1 1/2 stars). So, 3/5. Improve the graphics and add a speed option when you make a sequel (which might turn out well if you did :) )
Actually, it's faster to click on the "Other Games by this Developer" right above to get the links to the other tutorials ;).