It's been ages since I made any games. And I just started again and I realised I've forgot how to dim.

The situation is like this:

You are a car, driving along, avoiding other cars and running over zombies, when a car or zombie leaves the screen a counter goes up and it gradually turns into night. When it's night you go to a separate screen that gives you 100 bonus points. Now, it is at this point I need the dim that makes the car/zombie that is player1 to move faster.

The skeletal structure is:

if r=0 then player1y=player1y-1

if r=1 then player1y=player1y-2

if r=2 then player1y=player1y-3

if r=3 then r=0

Any pointers?

.bas =
**default.bas** **3.3KB**
139 downloads

The code should be easely understandable, but if you want me too clearify things just tell me to.

rem CODE INSPIRED BY Atarius Maximus at http://www.atariage.com/forums/index.php?showtopic=109288 set kernel_option no_blank_lines newstart s=0 player0x = 70 player0y = 70 f=10 main rem POSSIBLY INEFFICIENT CODE, SEPARATE COLOR INFO FOR EACH FRAME... if f = 10 then player0: %00000000 %00111100 %10111101 %10100101 %11100111 %10100101 %10100101 %00111100 %00111100 %00011000 %00011000 %01011010 %01011010 %01111110 %01011010 %01011010 end COLUP0=$1E if g = 10 then player1: %00000000 %00111100 %10111101 %10100101 %11100111 %10100101 %10100101 %00111100 %00111100 %00011000 %00011000 %01011010 %01011010 %01111110 %01011010 %01011010 end if g = 20 then player1: %00000000 %00100100 %00100100 %00100100 %00100100 %00011000 %00011000 %01011010 %01011010 %01111110 %00000000 %00011000 %00011000 %00011000 %00000000 %00000000 end if g = 30 then player1: %00011000 %00011000 %00011000 %00011000 %01111110 %01111110 %00011000 %00011000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 %00000000 end if g=10 then COLUP1=$86 if g=20 then COLUP1=$D8 if g=30 then COLUP1=rand COLUPF=$04 playfield: .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... .........XXXXXXXXXXXXXX......... end a=a+1 drawscreen if r=0 then player1y=player1y+1 if r=1 then player1y=player1y+2 if r=2 then player1y=player1y+3 if s=0 then COLUBK=$DE if s=1 then COLUBK=$DC if s=2 then COLUBK=$DA if s=3 then COLUBK=$D8 if s=4 then COLUBK=$D6 if s=5 then COLUBK=$D4 if s=6 then COLUBK=$D2 if s=7 then COLUBK=$D0 if s=8 then COLUBK=$00 if s=9 then goto WIN : r=r+1 if player1y>90 then s=s+1 : score=score+1 : b=(rand&2) : player1y=10 : player1x=rand if player1x<70 then player1x=rand : player1y=0 if player1x>95 then player1x=rand : player1y=0 if g=20 && collision(player0,player1) then score=score+10 : b=(rand&2) : player1y=10 : player1x=rand if g=10 && collision(player0,player1) then goto LOSE if b=0 then g=10 if b=1 then g=10 if b=2 then g=20 if joy0right then player0x = player0x + 1 if joy0left then player0x = player0x - 1 if joy0up then player0y = player0y - 1 if joy0down then player0y = player0y + 1 goto main LOSE COLUPF=$04 COLUBK=rand drawscreen if switchreset then reboot goto LOSE WIN COLUPF=$04 COLUBK=rand q=q+1 drawscreen if q=60 then score=score+100 if q=120 then goto newstart goto WIN