If you need it four your mods just take them from this one.
Thank you. That snow and the SOR2 mist do interest me. I never remember from which game I saw that mist until I took a look at your game.
I think in this case I would leave the lenght as is and reduce the number of enemies so you don't spend too much time in a single spot (and overall the stage will also be shorter). Also something I haven't done yet is add more enemies that would only appear when there's more players on screen.
Yes, maybe you can reduce the number of enemies. If you want to have more enemies on the stage based on how much players are playing, there is a small trick: you can use an empty entity which can scan how much players are on the screen and make it spawn more enemies, without been affected by the GROUP setting (for the spawn, but it will be limited once they are spawn).
I gave him an escape attack (in which he runs past you and has no bbox) but it seems it didn't play when you tried it. The thing is... will you always be able to corner him? If you try the game again and find that the answer is yes, let me know. I feel like if I make him more "escapable" now he might get too hard. That's what she said.
Yeah I know, I saw it. But maybe it is too quick and he was trying to move back so he got cornered again and again.
One idea is to check if he is cornered and change the direction. You can do this by checking his facing, or his Xpos or even with checkwall function. For example, I have an enemy which always comes from the left on a stage where you are always moving right (over a vehicle). The enemy can turn to attack players behind him, but he will always move left when he is hit, to simulate he was losing his x velocity - IOW, he is left behind.
Do you think your homing missile method would work in a 3D game?
~
As I said, I really don't see a problem with that, I already saw many games were the missile chases the target without changing his animation. But if this bothers you, you have two options:
A) Use UP and DOWN animations, where you rotate the sprites 45º (with steps of 15º) to simulate his z movement. You can even use TURN animation to make it spin
B) To make a code which uses Atan (I don't know if OpenBOR uses Atan by the way) to calculate the target angle and rotate the missile, kinda like I did for this enemy in Mugen (Jump to 0:13)
Robot Guard
The formula is:
atan(-(p2dist y-30) / p2dist x) * 180 / pi
But I do think this option is way too much, and you can get nice results with option A.