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Crap Game: TI HOOK-EYE


Opry99er

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Set the scene.....::::

 

It's 3:00, and all the neighborhood kids are coming home from school.... you're a sick asshole sitting in a tree with a fishing pole.... You're in search of EYEBALLS!!!!!!

 

 

There are multiple levels to this game, and the goal is high score------Don't be upset by the premise of this game... I promise it's the best and crappiest game you've ever played. =) The kids get kind of fast, so you gotta be quick too. =)

 

 

 

hookeye.jpg

 

 

 

100 CALL MAGNIFY(3)
110 SCO=0 :: KSPD=15
120 CALL CLEAR :: CALL SCREEN(2)
130 CALL CHAR(96,"070E0C0C07034060606070606070313FF0381C1C38F0C0C0C0E0E0E0C0C0C080")
140 CALL CHAR(100,"3F70E0CE8E848090CCE7201F021F0205F83C1CECEC4C0C4CDC8838E000C00000")
150 CALL CHAR(104,"0000073E64E9C949643E0F00000000000000E07C66B29393267CE00000000000")
160 CALL CHAR(108,"0000003D67F2FFD756763F1F010000000000EEEFBDFDDDFFEE9E9878C0000000")
170 CALL CHAR(112,"5CA5CA5CA5CA5CA5")
180 CALL CHAR(120,"FFFFFFFFFFFFFFFF")
190 CALL HCHAR(20,1,112,128)
195 CALL SCREEN(
200 DISPLAY AT(1,15):SCO
220 CALL SPRITE(#1,96,2,100,100)
230 CALL COLOR(11,13,4,12,8,1)
240 CALL SPRITE(#2,100,7,138,100,0,KSPD)
250 CALL SPRITE(#3,108,16,14,20,0,-10)
260 CALL SPRITE(#4,108,16,31,10,0,-12)
270 CALL JOYST(1,X,Y)
280 CALL MOTION(#1,-Y,X)
290 CALL COINC(ALL,C):: IF C<>0 THEN GOTO 310
300 GOTO 270
310 CALL MOTION(#2,0,0):: CALL PATTERN(#2,104)
320 DISPLAY AT(5,5):"YOU KILLED A KID... GOOD JOB"
330 DISPLAY AT(5,5):"YOU KILLED A KID... GOOD JOB"
340 CALL LOCATE(#1,100,100):: CALL MOTION(#1,0,0)
350 CALL LOCATE(#2,109,100)
355 CALL SOUND(400,220,1,440,1,659,1)
360 FOR I=1 TO 600 :: NEXT I
370 DISPLAY AT(5,5):"                        	"
380 SCO=SCO+10 :: KSPD=KSPD+5
390 IF SCO=50 THEN CALL SCREEN(12):: KSPD=20
400 IF SCO=100 THEN CALL SCREEN(6) :: KSPD=25
410 IF SCO=200 THEN CALL CLEAR :: CALL DELSPRITE(ALL):: PRINT "YOU'RE A SICK F*CK"
420 GOTO 200

 

 

Edited by Opry99er
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Haha..... It's all in how you set up your loop. :). In a game this little, a tight loop makes collision detection razor sharp.

 

Of course in Honeycomb, I did a CALL LOAD to SPRITE collision bit. I used that at the beginning of the loop and a regular CALL COINC(ALL) in the middle of the loop--- great coincidence detection... I also did edge and border checks with CALL LOCATE and switched between 8 different SPRITE patterns and the collision detection worked great. Test, re-order, code, add new routines, code, test, re-order, code, test.... Finally got it working well. :)

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