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esplonky

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Everything posted by esplonky

  1. esplonky

    Sound

    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
  2. esplonky

    Kdevelop 4

    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.
  3. esplonky

    Kdevelop 4

    it took me four years to completely understand windows. it took me 4 minutes to understand linux.
  4. esplonky

    Kdevelop 4

    easier. yes. shittier. yes. unix based systems give you more freedom, and arent easily messed up like DOS based systems.
  5. Fedora 15 fedora 15 fedora 15 fedora 15 fedora 15 fedora 15 fedora 15 fedora 15

  6. Here is a poster with my hand made box i made in photoshop i will get it printed sometime this week. hey! who's that devilishly handsome man there in the corner? http://tinypic.com/r/2w23p6w/7
  7. Desando Joe! version 1.3.1 is now up for beta testing. pm me for info!

  8. esplonky

    boundaries

    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.
  9. esplonky

    boundaries

    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.
  10. esplonky

    boundaries

    im just putting this here so i can use my code at school default.bas
  11. esplonky

    boundaries

    and i want him to not go off the screen, i want like a wall type thing around it
  12. esplonky

    boundaries

    where do i put that in my code?
  13. esplonky

    Sound

    just posting here so i can use it at school
  14. esplonky

    boundaries

    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
  15. esplonky

    Colors

    nevermind, i figured it out!
  16. esplonky

    Colors

    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
  17. this is my game, i am putting i here so i can use it at school.
  18. If you have a ps3, add esplonky on psn

  19. officially been exactly 24 hours since i was asleep last. stayed up all night playing red dead redemption online.

  20. Trying to excercise my vocals to sing don't stop believin'. Not as hard as i thought.

  21. Field day today(: got 3rd graders(:

  22. Nothing like adventure time to cheer me up

  23. esplonky

    Colors

    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
  24. esplonky

    Colors

    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
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