Another week, another game! Building on what I learned with the Humpty Dumpty game
[link] , I've improved the enemy spawning and added more bells and whistles. This game uses

's Whister character and I was fortunate enough to find some good textures from

for the background. The rest of it is my fault.
By the way, there's now a leaderboard so you can record your high scores. This game can be embedded on your website (I'd put it here, but I'm pretty sure the system would see it as spam) Contact me and I'll send it to you.
I'm not very good at it though...
Unfortunately the gameplay dosen't seem to have changed very much. It's still a game where a slow moving object tries to avoid very fast moving objects.
Like with Humpty the acceleration of the objects is too fast. At the moment it's a nice looking game that you can play for a minute of two before you are destroyed. Playing well makes very little difference.
I'd rather see a focus on careful dodging than speed. Perhaps send some pickups to slow the garbage down. Maybe even give the character a slow reloading gun, so that they have to avoid most stuff and can shoot in really difficult situations.
Also, did you fix the problem with the hit box? It seems to be working better now.
I agree having a working game is a very good thing. Though most programmers will quickly find any problems, we're difficult that way.
For me the hit box is still evident. It collides things that don't appear to touch the ship.
The way this used to happen was bitmap collision. If the boxes of the ship and another object overlap, your draw their opacity masks into a separate target (surface, image, bitmap, whatever Flash calls it). You use a blend operation that shows evidence of an overlap (the Multiply blend mode would work).
You then have to check the result image for overlap. That might be quite slow, but the only collidable object is the ship so you'll only have to do that once per frame.
'cause you know,Kyle's an artist, mean Pinball and board game designer, but programmer.... eh, not so much. But he's learning
The first comment was direct and honest. It wasn't aggressive or derogatory, I didn't say 'this is crap and boring'. Every comment is considered and properly explained and I provide other ideas.
In the second comment I talk about specific technical methods to solve problems. I'm happy to do that it if its helpful, though people don't always want that kind of thing. If anyone wants to talk about techniques like that, just ask.
I understand that Gamecreature is more artist than programmer. That explains why the game is this way and it's very good when you take that into account. What happens when you take the game outside of DA?
Bad music
The game is decent, but unfortunately there has been too many like it and the concept became old. But since it is a game made to learn, I can say it is really good from that perspective.