Well after 1 week of not doing anything, I finally released the new version. Sorry for the moderators that my last topic can be seen a few below this one, but I posted the 0.4b here some time after I released it.
What changed the most in this one is that now it is divided 2 campaigns of 5 stages each, and each enemy spawn is scripted instead of random. I made very few graphical improvements, I think the only thing worth noting is the HUD that the selected weapon is displayed in green, while unavailable weapons are in grey. Which I have no idea why I didn't add before. Also I added some death sounds because sometimes you just can't notice an alied died by just watching his animation. They suck, I know, but it's all I could find.
Anyway, here's a screenshot:

Download:
http://www.sendspace.com/file/xbhxjq
Instructions, controls, changelog and more:
http://imakegames.wordpress.com/2007/05/07/lunar-defender-05b-released/
Thank you for your time :) Comments are more than welcome, since this is my first serious blitzmax project, I still have a lot to learn. I hope you enjoyed it.
What changed the most in this one is that now it is divided 2 campaigns of 5 stages each, and each enemy spawn is scripted instead of random. I made very few graphical improvements, I think the only thing worth noting is the HUD that the selected weapon is displayed in green, while unavailable weapons are in grey. Which I have no idea why I didn't add before. Also I added some death sounds because sometimes you just can't notice an alied died by just watching his animation. They suck, I know, but it's all I could find.
Anyway, here's a screenshot:

Download:
http://www.sendspace.com/file/xbhxjq
Instructions, controls, changelog and more:
http://imakegames.wordpress.com/2007/05/07/lunar-defender-05b-released/
Thank you for your time :) Comments are more than welcome, since this is my first serious blitzmax project, I still have a lot to learn. I hope you enjoyed it.