Well, that's bout it to say the least.
Arrow keys to move
'shift' to jump
'A' to shoot
'Q' to restart
'D' to enter debug mode
'left click,right click' does something but I forgot
I think some of the movement problems are detector and value related, but I'm not sure. The AI is borrowed from a slightly buggy example on the clickteam forums. I would really like some of your help with this. I have a long work week ahead of me and I don't see myself spending alot of time on this until saturday. I just want to try and get it running a little smoother. Also, whatever you do, DO NOT jump up into the angled obstacle bridges! You will get stuck! That should be cured with only another head detector. I added some music to this one. I really wanted to have sound effects but have run out of time for now. But, the best part is, it is playable! I have slopes! And I have a good enemy AI! Another side note. I have added a small debug feature. This will allow you to see how the ai behaves without all that jumping aroudn. I do this mainly to give certain engines the what I call 'sonic speed' test. What it does, is attaches the main object to the mouse, which can then be moved at any speed the user wants. Thus testing the limits of the engines. Most AI engines, most of them slip out of the backdrops and fall off the screen. This one didn't. Well, if you think of anyway that I could improve this, please post your thoughts in the project forums. I'd really appreciate it!
(still no image header, maybe later this week)