So this is for a college project? And its basically the shootorial rotated 90 degrees? Seems pretty unresponsive for such a simple game too. There are many many ways to optimise collision detection, use one of them.
Gameplay wise your weapons are ineffective and your range is short and the enemies move fast, meaning there is little you can actually do.
You forgot to put a stop command in your frame with the API instructions so it just loops back to the beginning. This also means you didnt even once test the finished version!
I didnt encounter any bugs, but the suden jump in difficulty on level 7 caught me out. I had been using he S+W up to then with nobody getting anywhere near me and no damage to the coach then in about 30s I'm dead. A slightly smoother increase in difficulty or something saying "stop saving and buy the biggest gun you can now!" would be really useful.
Last level does not end for me.
Also, theres a box in the textbox properties section which toggles "selectable". Turn this to off as its very annoying to select half the floating damage text etc rather than fire your guns.
Possibly rebalance it so that that instead of the rockets being the only threatening thing they do less damage and the normal attacks do more. As it is I'm not even sure if the enemy guns do any damage as its so insignificant compared to the missiles.
Appaling controls, you take damage when pedestrians walk INTO YOU, only 2 out of 20 cars on the road move and I'll mention again just how terrible the controls are. Is the brake stuck on?
The movement mechanic is really bad, and when i got to 1500 points there were so many asteroids the top of the screen was filled, and then it a script failed, probably due to having too many objects to cycle through...
I can always manage to shoot someone with the shotgun when it has 0 shots left just before you crouch to reload. Other than that quite good. Would be better if there was more hit feedback before people died.
Quite a nice game, although i dont ever really see it becoming very challenging as the mines are so slow and you can always clear them out without creating more. Ironically i found the most dangerous thing was the slow mines powerup, as that made them much harder to kill for a while.
There arent any bodies created as such. The reason it runs at all is that instead of creating movieclips all the body parts are drawn as bmps onto the stage, thus massively reducing necessary cpu power. Although there seems to be something thats chugging it somewhere. I could just revert to limiting it to 200 bodybits, but thats a bit lame even if it was faster.
I cannot understand how you managed to make this so processor intensive when there are only 3 objects on the screen! Do you have the background as 17 5000*5000pixel bmps or something?