Ok, concepts are starting to come together! ... I haven't even got to touch functions yet -- so I made need two more weeks <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink" /> ... but after a week of effort, I have to say that I am really enjoying the results -- I am just personally having fun learning.
After fully completing the first tutorials, and then wondering how to handle the word data and how to approach this with C2, I decided to just alter the Ghost Shooter -- and work with what I am learning -- and I have functionality to show for it!
This wouldn't be possible without the fine help of the people here in these forums. From the idea here on using animation frames, to help with arrays I have put together 'Ruzzle's Revenge'! (the letters are back after years of abuse being so misspelled) ... In this pre-pre-alpha release, the "monsters" are one of 5 letters, 'A,S,P,E,R' ... which can be anagramed into 240 possible words -- which I store in array. As you kill the monsters, you are building possible words. The shortest possible words are matched first (for example if you are thinking to spell SPARE, the game will first record SPA as a valid word. Once a word is matched, it cannot be rematched. Possible matches will be displayed as you play, just as a reference, helping you learn new anagrams (which is good for us Ruzzlers). If your letter que can't go on to complete a word, it is reset and points are lost. ...
Anyway, this is hardly a game to 'show off', but rather I'm excited to finally not feel overwhelmed. These are just beginner modifications to the tutorial, with a ton more to do -- but if you want to try it, I published it here fun.bestwordplay.com
Now I'm off to figure out the highscore/php/ajax tutorial! Happy July1st!!