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About TR4SHD4T4

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    Space Invader

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  1. I'm into it. I like the ideas of Unique games/randomly produced story lines. I think at the end of the day we're making games for each other.
  2. I have no code as an example because I don't want to frustrate myself doing things that can't be done. My question is... can I make my original .BAS file essentially a build file for the type of game I want to play. For Instance: I can have a 1 player game, if it is a one player game a variety of "artificial intellects", or a two player game If One Player easy then INCLUDE "oneplayereasy.bas" If One Player Hard then INCLUDE "oneplayerhard.bas" If Twoplaye then INCLUDE "TwoPlayer.bas" In this way, I can have the main file build a game without excessive code that is specific to that execution of the program. *shrugs*
  3. It's interesting how we are now coding post 1985 games into 1979 console emulators. I'm psyched to see the results!
  4. Great use of animation. I don't even want to know how you pulled that off but major kudos.
  5. I'm down. I need a deadline and a reason to do this. Of the three ideas: * Standalone production. (no limits, classic contest) * Small production. (limited to the $5000-$6fff memory area) * Team production. (production made by two or more people, probably one programmer, one graphist, and one musician). I'm up for the "Standalone production." I've seen the previous winners and I effing loved them all. This is fun.
  6. Thanks Carlsson, I'll keep that in mind. I've been thinking about how to make the code more linear. I've been building this in pieces connected by "gotos" up to this point. The experience of coding should help me streamline it.
  7. latest incarnation odzadventure.bas odzadventure.rom
  8. Thanks! I was a game I had thought of but have not sat around and gotten the foam board and stuff to create, not am I interested at this time. I have trouble with GOSUB and Procedures. The compiler will throw errors at me when I use them. I fixed a couple of bugs I had with the original given up on code, and mastered the #backtab today. I am a bad programmer who has to make sure variables stay within parameters ( I am a master at a loop running away and crashing a program) and/or making a structure I can't figure out how to interact with. Intybasic is pretty swell and intuitive. Nanochess and his crew did an amazing job on this.
  9. Some improvement after understanding what I had done previously. The display is using "Print At" at this time, which was done just to get the mechanics down. I had stopped this project at a point-where I just now remember-this all has to be reconfigured into the BACKTAB.odzadventure.bas odzadventure.rom
  10. I've been fiddling with this code on and off. Am in quarantine now, so I will try to work between my art and doing this. I'm a terrible programmer. Have given up on it a thousand times. Not looking for too many suggestions at this point. I have to break through a wall of understanding this on my own. Mostly posting to have done "something" with it. This is just simple control and a display of the graphics I have so far. Use the arrow keys to move (up or down), the forward key will display an arrow to be displayed but do nothing. Space Key loads an arrow that can be shot using the enter key. I want to create something turn-based inspired by a board-game Idea that was based on the idea that two players could simulate a computer-loop. I have some experience with BASIC, and this is kinda like BASIC, so I'm giving it a whirl. odzadventure.bas odzadventure.rom
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