About the AI:
What should your enemy do and not do and when and when not?
They should fire when player is in sight, move towards player when not, have minor stupidity (Inaccuracy etc).
Very basic A.I to tide over till an update/sequel.
About update purchase etcetera:
Do you want a menu in which this is done or does the player upgrade his gun when walking over, should the player be able to switch guns at all times or just at certain places/times in the game?
How and when does the player gain experience and how do you want this displayed, what does experience mean for the gameplay and how do you want this implemented?
A menu akin to that of Strike Force Heroes upgrade system. Exp gain is from enemies killed. It must transfer no matter a win or loss and is displayed as a bar. Experiences preceedes levels which will allow players to buy upgrades and unlock passive bonuses. Cash is just for purchases.
About Weapons equip coding:
Instance variable weapon
if player chooses handgun
set variable weapon to handgun
- if player variable is handgun
trigger once
set group handgun to active
in the group handgun have all the events that are diiferent from when the player has another weapon.
The problem is I plan to have helmets, armor, special ammo, and presets to weapons. Very simply put
like strikeforce heroes.
About character:
Either create animations for all you want or have the hands head pinned to the player sprite..
Another option would be to use an external program like Brashmonkey's Spriter to animate the player from loose parts and insert the whole in Construct2
The problem is I cannot figure how to pin AND angle AND rotationally flip the hand + head sprites. I've tried.