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esplonky

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Posts posted by esplonky


  1. Windows is like a person with AIDS. if you get a virus, youre screwed.

    Mac is like a healthy person. Gets rid of most viruses.

    Linux is like superman, 0 known viruses for linux.


  2. well what i do on windows is the same as you, except i program, and then when everything is going good, things start failing, windows put a virus in a security update, i updated my computer, rebooted, and it came up with a virus that made a bunch of things non functional. microsoft is shit.


  3. it's not for school exactly, my computer teacher is wanting me to do stuff for her, and this is my first attempt at bB so im still learning right now lol. but i wanna make a platformer soon just to try it.


  4. ok so i have everything i need for my final version of Desando Joe! but i want sound effects. i put a yars revenge sound in the background (weird buzzy wah wah) and i want my missily to fire and make like a electric buzz with the sound deepening like as if a missile was firing and a staticy sound when it hits the enemy. could you please put that into my code Random Terrain, nukey shay rev eng, or seaGtGruff. You guys are the best at batari BASIC in my opinion. so i am coming to you four.

     

     
    rem * i like trains
    lives = 128
    dim lives_centered = 1
    dim lives_compact = 1 
    set romsize 4k
    
    titlescreen
    
    
    scorecolor = $CA
    
    playfield: <on>
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    X.....XXXXXXX..............XX..X
    X..X...XXXXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XXXX...XXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXX..XX....XXXXXXXXXXX
    X..X...XXXXXX.......XXXXXXXXX..X
    X.....XXXXXXXX.....XXXXXXXXXX..X
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    
    COLUPF = $2E
    COLUBK = $CA
    
    const pfres = 12
    
    
    drawscreen
    if joy0fire then goto start
    goto titlescreen
    
    start
    
    playfield:
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    end
    
    COLUBK = $C6
    COLUPF = $1E
    player0x=99:player0y=90
    player1x=20:player1y=20
    missile0height=8:missile0y=255
    NUSIZ0 =  $82
    scorecolor = $0
    
    
    sprites
    
    
    player0:
    %00000000
    %01000100
    %01000100
    %01000100
    %01000100
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %11111110
    %10111010
    %10111010
    %10111010
    %00111000
    %00000000
    %00000000
    end
    
    
    
    
    
    player1:
    %00000000
    %00100100
    %00011000
    %00111100
    %00011000
    %00011000
    %00111100
    %00000000
    end
    
    COLUP0 = $84
    COLUP1 = $42
    
    if f=20 then f=0
    if missile0y>240 then goto skip
    missile0y = missile0y-2:goto draw_loop
    skip
    if joy0fire then missile0y =  player0y-12:missile0x =player0x+4
    if switchreset then reboot
    
    
    draw_loop
    drawscreen
    
    AUDV0 = 6
    AUDC0 = 3
    AUDF0 = 13
    
    if player1y < player0y then player1y = player1y+1
    if player1y > player0y then player1y = player1y-1
    if player1x < player0x then player1x = player1x+1
    if player1x > player0x then player1x = player1x-1
    player1x = player1x:player1y = player1y
    
    if joy0up && player0y > 19 then player0y = player0y-1: goto jump
    if joy0down && player0y < 89 then player0y = player0y+1: goto jump
    if joy0left && player0x > 1 then player0x = player0x-1: goto jump
    if joy0right && player0x < 154 then player0x = player0x+1: goto jump
    
    
    if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255
    if collision(player0,player1) then lives=lives-32:player1x=rand/2:player1y=0:missile0y=255
    
    if lives < 32 then reboot
    
    jump
    goto sprites
    


  5. and after those four years it took me like 5 minutes to realize how much windows is shit. every windows machine that has entered this household has destroyed itself by doing tasks that linux can do.


  6. so i was messing around with my code and i made my playfield this

     

     playfield:
    ................................
    .............XX.................
    .............XX.................
    .............XX.................
    .............XX.................
    .............XX.................
    ...........XX..XX...............
    ...........XX..XX...............
    ................................
    ................................
    ................................
    end
    

    that would cause major uproar.


  7. ive noticed that, and ive tried to experiment and said "maybe i could make a new custers revenge" so every time his "missile" shot it left a little suprise underneath him lol but i took it out cus i was just messing around with the "ball" script.


  8. i am having trouble. my character goes out of the screen. how do i make a barrier on the outside edge (x=0, y=0 through 88) and then (x=0 through 88, y=0) just the outside pixels.

     

     
    rem * i like trains
    lives = 128
    dim lives_centered = 1
    dim lives_compact = 1 
    set romsize 4k
    
    titlescreen
    
    
    scorecolor = $CA
    
    playfield: <on>
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    X.....XXXXXXX..............XX..X
    X..X...XXXXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XXXX...XXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXX..XX....XXXXXXXXXXX
    X..X...XXXXXX.......XXXXXXXXX..X
    X.....XXXXXXXX.....XXXXXXXXXX..X
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    
    COLUPF = $2E
    COLUBK = $CA
    
    const pfres = 12
    
    
    drawscreen
    if joy0fire then goto start
    goto titlescreen
    
    start
    
    playfield:
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    end
    
    COLUBK = $C6
    COLUPF = $3E
    player0x=99:player0y=90
    player1x=20:player1y=20
    missile0height=8:missile0y=255
    NUSIZ0 =  $82
    scorecolor = $0
    
    
    sprites
    
      
    player0:
    %00000000
    %01000100
    %01000100
    %01000100
    %01000100
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %11111110
    %10111010
    %10111010
    %10111010
    %00111000
    %00000000
    %00000000
    end
    
    
    
    
    
    player1:
    %00000000
    %00100100
    %00011000
    %00111100
    %00011000
    %00011000
    %00111100
    %00000000
    end
    
    COLUP0 = $84
    COLUP1 = $42
    
    if f=20 then f=0
    if missile0y>240 then goto skip
    missile0y = missile0y-2:goto draw_loop
    skip
    if joy0fire then missile0y =  player0y-2:missile0x =player0x+4
    if switchreset then reboot
    
    
    draw_loop
    drawscreen
    
    if player1y < player0y then player1y = player1y+1
    if player1y > player0y then player1y = player1y-1
    if player1x < player0x then player1x = player1x+1
    if player1x > player0x then player1x = player1x-1
    player1x = player1x:player1y = player1y
    
    if joy0up then player0y = player0y-1: goto jump
    if joy0down then player0y = player0y+1: goto jump
    if joy0left then player0x = player0x-1: goto jump
    if joy0right then player0x = player0x+1: goto jump
    
    if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255
    if collision(player0,player1) then lives=lives-32:player1x=rand/2:player1y=0:missile0y=255
    if collision(player1,ball) then score=score+0:player1x=rand/2:player1y=0:bally=255
    if lives < 32 then reboot
    
    jump
    goto sprites
    


  9. and one more question, how do i get the playfield in the titlescreen loop to display what it shows? it just gives me a black screen instead of the big "DJ!" in there


  10. oops, i also forgot to delete the line "if collision(player1,ball) then score=score+0:player1x=rand/2:player1y=0:bally=255" so don't mind that, i was experimenting, and figured out how to drop an item when you fire


  11. here is my code, can someone just tell me what to put in it to add color to it?

     

     

    lives=128
    dim lives_centered = 1
    dim lives_compact = 1 
     
    set romsize 4k
    titlescreen
    
    COLUBK = 28
    COLUPF = 36
    
    
    
    playfield:
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    X.....XXXXXXX..............XX..X
    X..X...XXXXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XXXX...XXXXXXXX...XXXXXXXX..X
    X..XXX...XXXXXXXXX...XXXXXXXX..X
    X..XX...XXXXX..XX....XXXXXXXXXXX
    X..X...XXXXXX.......XXXXXXXXX..X
    X.....XXXXXXXX.....XXXXXXXXXX..X
    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    end
    
    
    
    PF0 = %10101010
    
    
    drawscreen
    if joy0fire then goto start
    goto titlescreen
    
    start
    
    playfield:
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    ................................
    end
    
    COLUBK = 60
    COLUPF = $3E
    player0x=99:player0y=90
    player1x=20:player1y=20
    missile0height=8:missile0y=255
    NUSIZ0 =  82
    scorecolor = 
    
    sprites
    
    player0:
    %00000000
    %01000100
    %01000100
    %01000100
    %01000100
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %00111000
    %11111110
    %10111010
    %10111010
    %10111010
    %00111000
    %00000000
    %00000000
    end
    
    player1:
    %00000000
    %00100100
    %00011000
    %00111100
    %00011000
    %00011000
    %00111100
    %00000000
    end
    
    
    if missile0y>240 then goto skip
    missile0y = missile0y-2:goto draw_loop
    skip
    if joy0fire then missile0y =  player0y-2:missile0x =player0x+4
    if switchreset then reboot
    
    
    draw_loop
    drawscreen
    
    if player1y < player0y then player1y = player1y+1
    if player1y > player0y then player1y = player1y-1
    if player1x < player0x then player1x = player1x+1
    if player1x > player0x then player1x = player1x-1
    player1x = player1x:player1y = player1y
    
    if joy0up then player0y = player0y-1: goto jump
    if joy0down then player0y = player0y+1: goto jump
    if joy0left then player0x = player0x-1: goto jump
    if joy0right then player0x = player0x+1: goto jump
    
    if collision(missile0,player1) then score=score+1:player1x=rand/2:player1y=0:missile0y=255
    if collision(player0,player1) then lives=lives-32:player1x=rand/2:player1y=0:missile0y=255
    if collision(player1,ball) then score=score+0:player1x=rand/2:player1y=0:bally=255
    if lives < 32 then reboot
    
    jump
    goto sprites
    


  12. i use linux, Please jeff learn linux and give us all a way to use visual bB. i would love you forever, i only have an hour a day to code at school and everyone around me flips shit lol they ask so many questions "what are all those x's? what is COLUBK?"

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