updated AI scripts and made difficulty curve more streamlined
AI level script name changes.
add new AI levels to the temoprary UI
remove old AI script names from the git repo
modified go_explosion effect
commented out the line that should never run if everything is in order. if it get run then something more serious is happening.
hacked a bunch of if-else(s) to adjust the alert_bar UI
Just some comment to remind me what the heck I was doing
Was trying to adding another layer of mechanism to fix the 'too many broken cubes and dont know what to do' situation -- but apparently flipping garbages just doesn't work with sub/minus-based gameplay concept -- nothing will be ever predictable. Didn't try it with broken cubes' color known, but I highly doubt it will matter at all.
Fixed UI layout
new spritesheet stuff