"I told you about 20 times that I am going to change everything about it :) Actors, behaviors, levels, ect :)" AM! Yes, he needs the kong API setup too, and most games don't get badges, even if they are eligible.
If you mean that you've completed level 1 getting two different images, then no, it shouldn't happen. O.o (also, linking me to a screen of alternative solution would be greatly appreciated) If you've just used two different combinations of move to solve it, then I guess it's OK. Solutions are randomly generated, after all...
DEVELOPER RESPONSE FROM SAMSTER09
"Yes i do agree! I am trying to modify it in as many ways as possible! If u have a suggestion of what i should do than yea that will be good!" Make your own behaviors. Don't upload tutorial games. Draw your own graphics if you can (I know I am terrible at that!). Make your own sounds for guns and stuff. I suggest sfxr. Oh, and don't be discouraged, you're only beginning. You can be good if you work for it.
It seems like the levels are randomly generated. It's great, since we get a new experience each time, instead of what most brick breakers are like. I also like the variety of (un)powerups. They give a great experience. And the graphics are so fitting. :)
Thanks Llama :). The levels are indeed pseudo-randomly generated (I tinkered with the generator in an attempt to decrease the amount of low-row blocks at the early levels).
This game is amazing. The gameplay is great, but the greatness that I find in the game is not from the gameplay. It's from the music. The way that AddisonR mixes the music with the map and the time of day is just amazing. It gives me such an amazing feeling, and it's epic, intense.
It's improved some since I last saw it. It's clear that a lot of work went into this game, Sunflower, and though the style isn't well liked, it's a shame to see the rating as low as it is. But it's not completely bad! You can use some of the code and theory that you learned through this project, and use them in later projects.
LIke always a great job. I liked this tutorial more than the others though, since it went deeper into programming concepts. I think that you should move away from the avoider game, but perhaps try a patformer, since up until now, none of your games have had any physics. Something I'd like is how to have moused based shooting. Also, perhaps you should make a separate tutorial just for how stencyl is like programming - how the or is like the ||, and is like the &&, show some code-mode of stencyl and explain it. If I get any more ideas, I will share them with you. I liked the improvements you made from the other version as well. But who's the drawing on the bottom left of? It kind of reminds me of RPG Shooter Starwish.
Wow... let me take these one at a time... Platformer is tutorial 6; Mouse-Based shooting is tutorial 4 (next tutorial); Stencyl as programming/sitelock/music/other random tidbits is tutorial 5; thus, you have actually hit on all of the next tutorials :P. The drawing is a unique character that Ilolamai is making just for me :)
If you mean that you've completed level 1 getting two different images, then no, it shouldn't happen. O.o (also, linking me to a screen of alternative solution would be greatly appreciated) If you've just used two different combinations of move to solve it, then I guess it's OK. Solutions are randomly generated, after all...