Yeah, I have to work on reducing the impact of the Ice breath on the frame rate. There might not be much I can do just because of how many particles its spawning.
7x7 with ocean:
Is it legal to make a contiguous track and then fill the empty squares with useless track? That doesn't make any sense to me.
Also ---[2][3]--> is not a legal path for some reason.
Why the f* is the first dungeon so hard? No, seriously. Two hits to kill ONE and I have to fight three of them at once? And I'm already at 50% HP? Dude. I like, just walked in and opened two chests.
Me too. I think it's something with Kongregate, all you need to do is re-upload your swf. I've had this happen a couple times when I upload, though I catch it in the preview.
Question:
The not-waiting-for-boss bug:
Does it happen on a particular level (Level 3)? Level 3 is the only one I can think of that would have that error due to the way that I did missiles--they originally were counted as enemies by the end-of-level code, but I was able to break the two appart. It's the ONLY thing I can think of.
If it is that, try dodging missiles and not shooting them, does the level persist forever?
(Wow, I maxed out the comment length!)
I do like the idea of shortening the breaths, Lightning and Fire are already more or less on a 1-3 second clock, I should do the same for the Ice. Make it lag for less time (I hate to say it, but that's the one lag I can't fix Flash simply doesn't like 30 alpha'd "particles").
Hmm...the level ending before the boss-kill is a bug I thought I fixed. I really honestly have no idea what the f*ck is up with that. Odd thing is: I never see it. Best I could do is re-enable some trace() statements dealing with when it goes from the level to the end of level screen dumping both variables involved and get someone to email that dump to me (and they'd have to get the plugin that allows them to see the trace statements....)
As for the powerups dropping from enemies, I've been thinking about how to do that. I don't want it to be random, and I'd actually want to key it the way this one scoller my church had an actuall arcade stand of (then it broke) whereby strings of planes would fly onscreen, not shoot, but you had to kill all 8 or so of them before they left to get the powerup (it gave better weapons, I once got the uber 8 Way Missile and managed to get 30 seconds farther than I had known anyone to get).
You're half-right.
Mouse restriction is enabled on my local copy (along with many many other changes, by the time I upload it again it will qualify as a new game).
The blue area is supposed to be--for one of the difficulty levels, medium I think, to be where the ball slows down so it's easier to click. The circle is the slow down zone for easy.
Updates are a coming. :)
Working on writing a new level that takes advantage of the two new enemies (with two new weapons--both scary) and a new boss that takes advantage of the multiple-different-turrets code I hacked out (it's not hacked together, no, I litterally tore the code out of where it was and generification-ed it to be more useful (different kinds of turrets), then did it again making even _more_ useful (multiple non-identical turrets)).
I'm also working on creating power ups. Not sure what to really make yet, I don't _want_ to have to implement Yet Another Timer (i.e. a powerup that gives you 10 seconds of double damage is not prefered, unless it can somehow be tied to an existing counter).
I will be surprised if anyone will be able to make it through this Level 3 without taking damage (sans the boss, because while I indeded bosses weapons to be dodgable, it's not working out that way, I will need to fix that. Eventually).