Jump to content
IGNORED

Riding for the Brand


Opry99er

Recommended Posts

I finally finished it... My newest game attempt, "Riding for the Brand."

 

 

 

outlaw2.png

 

With this game, I reached for some of the things that meant most to me... Loyalty, Justice, The West, music, the TI-99, Louis L'Amour, and Spaghetti Westerns. I spent way too much time on this game, tweaking and trying different things... It started off as a Forth game, but I couldn't get my head around some aspects of the language, so I decided to try assembly language. I spent 3 or 4 days plugging through Lottrup's book and my digital copy of the Ed/Asm manual and I made SOME progress... but, as usually happens with me, I attempted to do a mockup of the game in XB to give myself some direction, and that ended up being the final format.

 

Over the last couple days I've been trying to get it polished enough to release and I'm leaving a bunch of stuff out that I wanted to add... sadly. For one, I wanted to add a bunch of bitmap XB images using Convert9918 by Tursi... but I just don't have the time to integrate it like I want to. I'll probably make some additions and re-release, but I wanted to have it done in time to enter it to the Rainy Day contest. I came online last week and saw that the contest had been extended--- I was 50% done with this game already and had no intention of entering it in any contest at all... I just had it in my blood and had to write it. But... since the contest is rolling, I thought I'd throw it into the ring. I spent some time on the music and application of it--- using Matthew's soundplayer and really combing through the melodies and counter melodies. I feel like it's my best TI music to date... In case you can't beat the game (for some reason), you can hear the winning/nnnending score by running "DSK1.WINMUS". The theme music can be played by running "DSK1.RAINMUS". The "death" music isn't much to speak of... for that one, just play the game and get shot a few times... you'll probably end up hearing it plenty. =)

 

Dedicated to my son, Buck.

 

*******

 

So... to the fun stuff.

 

"Riding For the Brand"

 

Tucumcari, New Mexico, 1862......

 

You are Buck McShane, a loyal cowboy who 'rides for the brand'. (This is a term which describes a loyal employee... A man who rides for the brand is fiercely dedicated to his employer and expects the same in return. A man who rides for the brand pulls his own weight and is highly respected in the outfit.) Your foreman has been murdered and the majority of the cattle herd has been stolen. Bounties have been placed on the heads of the 9 outlaws, and yo+u aim to collect. You were injured in the gun battle between the outlaws and your foreman, so you are not as quick as you once were. Still... your loyalty and rage drives you to bring justice to these criminals. You have no experience as a gunfighter and you have only an old Navy pistol to use as a weapon. This pistol jams and misfires often, so you cannot be too careful when you come up against the outlaws who intend on killing you as well.

 

The 9 outlaws you will face are true hardened criminals... They are good with a gun and quick to dodge your bullets. You will be given bounty information on each outlaw before you face him... Be careful and wise and you will once again bring peace back to Tucumcari. Be careless. .. and you'll be coyote food.

 

Good luck, cowboy. Keep Riding for the Brand.....

 

 

 

Game info:

written August, 2011

by: Owen Brand (Oprysoft)

Extended BASIC Autoload

Sound Player by Matthew Hagerty

Original musical score by: Owen Brand

 

 

 

Controls:

Joystick and Keyboard... (Classic99 use "Q" for joystick "fire")

 

***GAME NOTES:

 

*DL the DSK1 file and drop it into your Classic99 folder. You can also transfer it to the real TI via serial or compactflash device. You will need the "RFTB" file, the "LOAD" file, and the "RMUSO" file for the game to function properly. There are additional files contained within the DSK1 folder, but none of them are necessary to transfer for game operation. (text files, XB music, etc.)

 

*Select your level of difficulty: When you start the game, you will be able to select your level of difficulty... The easiest level is "Pig Farmer"... the Intermediate level is "Cowpoke"... the Advanced level is "Gunslinger"... I have yet to beat the game on "Gunslinger," so anyone interested in trying... please DO let me know how you fare. =)

 

 

*You will find that learning to shoot your pistol can be a bit cumbersome... It misfires quite a bit at first... but as you knock off the first few outlaws, your ability to fire your weapon consistently and accurately will increase. You're not a gunfighter... so some of your bullets will go over the heads of the outlaws... but never fear... you will get better as you go... =)

 

*There are strategies that will get you some kills in this game... play it enough and you will learn what those are. However as you face the tougher opponents, the strategies that got you to that point might get you killed. Remember that each outlaw you face has increasing abilities and is quicker on the draw than the ones prior.

 

*Sometimes... if you're lucky... you can hit the outlaw's pitol with your bullet... it will jam the outlaw's gun until you hit him again.

 

*If you begin to hear the soundtrack slow down and drag after playing the game a few times in a row, simply turn off your TI or your emulator, turn it back on, and it will return to normal.

 

*Each outlaw (save one) has a name of "significance." Anyone who can give the origins of the names of each character you face AND tell me which one has no "significance" gets extra credit. =)

 

 

 

**It felt really good to get another game written. I miss the community very much... Mostly I miss the banter and shop talk... I miss the personalities. Everyone on here has much to offer and contribute and I hope this little game gives you all something to do during a rainy day.

 

Owen Brand

  • Like 1
Link to comment
Share on other sites

Outlaw on the Atari 2600 was quickly quite boring as a one player game, but as a two player it had just a bit more, much like many soon to come sports games around that time.

 

This one, Riding for the Brand, one player only, is basically Outlaw with more detailed graphics, but with less accuracy in the input response, which we unfortunately have become used to with XB. Maybe the most important assembly support would be input and game control. Less accuracy makes a twist though. More chance is involved. If that's fun, or not so much fun, is up to you.

 

Nice music added throughout. This is Oprysoft, and reminds me very much of their Honeycomb Rapture. Both available at most respected local dealers. As always I'm looking forward to their next arcade game release.

 

:)

Link to comment
Share on other sites

The thing about this particular project is... you kind of have to take it for what it's worth. It's not an assembly game, it's just a challenging XB game with plot info which explains why the input response is a bit slow. You're injured and your pistol jams. If you can go with that and play it, it's fun. For me anyway. =)

 

The last two outlaws you face are the toughest... enjoy. =)

 

Thanks to you guys who have downloaded it and given it a shot. Any ideas on improvement would be appreciated. =) sometimes suggested assembly support to enhance gameplay. I will take a look at that. This is the contest version. I hope to release another one which is better soon.

Link to comment
Share on other sites

I thought I'd post the commented code here so you guys who are interested can shoot me some gameplay enhancement ideas...

 

 

 





REM RAINY DAY GAME CONTEST ENTRY
1 CALL INIT
2 CALL LOAD("DSK1.RMUSO")
3 CALL LINK("SNDLOD")
REM SET UP (SCREEN, CHAR PATTERNS, ETC)
100 CALL MAGNIFY(3)
110 CALL CLEAR :: CALL SCREEN(2)
120 CALL CHAR(104,"FFFF00000000FFFF",105,"C3C3C3C3C3C3C3C3",106,"FFFFC0C0C0C0C3C3",107,"C3C3C0C0C0C0FFFF")
130 CALL CHAR(108,"FFFF03030303C3C3",109,"C3C303030303FFFF",112,"FFDFDF5BDBDBFBEB",113,"FDFF03FFFFC3FFFD")
140 CALL CHAR(96,"00004200080000208080C07F1C084A0A010103FE38105052080D07060301400810B0E060C0800210")
150 CALL CHAR(100,"10B0E060C0800210")
160 CALL CHAR(101,"000420000820020003030F03410707F5C0C0F4C484FCC088")
170 CALL CHAR(120,"0000183C7EFFFFFF0000000000000000")
180 CALL CHAR(136,"0000000000000001010000000000000000000000000000808000000000000000")
190 CALL CHAR(140,"0303031F0303011F137B43410302020EC0C0C0F8C0C080F8C8DEC282C0404070")
200 CALL CHAR(128,"03030F03010707F53D1103070606060EC0C0F4C484FCC0808080C0E060606070")
210 CALL CLEAR
220 CALL HCHAR(9,3,104,28):: CALL VCHAR(10,2,105,14):: CALL HCHAR(24,3,104,28)
230 CALL CHAR(124,"03020F00000604000000020404040400C040F000000000000000402020202000")
240 DISPLAY AT(5,3):"PRESS ENTER TO CONTINUE";
250 CALL VCHAR(10,31,105,14):: CALL HCHAR(9,2,106):: CALL HCHAR(9,31,108)
260 CALL HCHAR(24,2,107):: CALL HCHAR(24,31,109)
270 DISPLAY AT(2,5):"RIDING FOR THE BRAND"
280 DISPLAY AT(11,2):"yyyyyyyyyyyyyyyyyyyyyyyyyy";
290 DISPLAY AT(12,2):"yyyyyyyyyyyyyyyyyyyyyyyxyy";
300 DISPLAY AT(13,2):"yyyyyyyyyyyyyyyyyyyyyyypyy";
310 DISPLAY AT(14,2):"yyyyyyyyyyyyyyyyyyyyyxypyx";
320 DISPLAY AT(15,2):"`e```e`e`e````e``e``ep`p`p";
330 DISPLAY AT(16,2):"`eee``eee``e``e``ee`ep`pqp";
340 DISPLAY AT(18,2):"eee`e`e`e`e```eee``eee`pee";
350 DISPLAY AT(17,2):"`eee``eee`ee`e`e`ee`epqp`e";
360 DISPLAY AT(19,2):"`ee``e``e`e```eee`e`abepee";
370 DISPLAY AT(20,2):"`ee`e`ee`e`e`e`ee`eecd`e``";
380 DISPLAY AT(21,2):"e`ee````ee`e`e`ee`e`ee`ee`";
390 DISPLAY AT(22,2):"``e`eee`ee`e`ee`ee`e`e`ee`";
400 CALL COLOR(9,2,11,10,11,1,11,13,2,12,13,8,13,2,11):: FOR I=2 TO 8 :: CALL COLOR(I,16,1):: NEXT I

REM INTRO TEXT


410 CALL KEY(0,K,S):: IF S=0 THEN 410 ELSE IF K=13 THEN 430
420 GOTO 410
430 DISPLAY AT(2,1):"                                                                                                                     ";
440 DISPLAY AT(2,1):"YOU ARE BUCK MCSHANE, A":"LOYAL COWBOY WHO": "RIDES FOR THE BRAND";
450 CALL KEY(0,K,S):: IF S=0 THEN 450 ELSE IF K=13 THEN 470
460 GOTO 450
470 DISPLAY AT(2,1):"                                                                                                                     ";
480 DISPLAY AT(2,1):"A BAND OF OUTLAWS HAS":"MURDERED YOUR FOREMAN":"AND STOLEN MOST OF THE HERD";
490 CALL KEY(0,K,S):: IF S=0 THEN 490 ELSE IF K=13 THEN 491
491 DISPLAY AT(2,1):"                                                                                                                     ";
492 DISPLAY AT(2,1):"THE LAW HAS PLACED":"A BOUNTY ON THIS RUTHLESS":"BAND OF CRIMINALS":"AND YOU AIM TO COLLECT";
495 CALL KEY(0,K,S):: IF S=0 THEN 495 ELSE IF K=13 THEN 497
497 DISPLAY AT(2,1):"                                                                                                                     ";

498 DISPLAY AT(2,1):"ARMED ONLY WITH AN OLD":"NAVY PISTOL THAT JAMS AND":"MISFIRES REGULARLY YOU":"SET OUT TO BRING JUSTICE":"TO THE WEST";

502 CALL KEY(0,K,S):: IF S=0 THEN 502 ELSE IF K=13 THEN 503
503 DISPLAY AT(2,1):"                                                                                                                     ";
504 DISPLAY AT(6,1):" ":" ":" "
REM START GAME
REM (Kills and 'Enemy trajectory, player health, bandit health, bandit bullet speed)
505 GOSUB 13000 :: KLS=0 :: LV=1 :: MON=0 :: GOSUB 12000
510 IF LV=1 THEN 10000 ELSE IF LV=2 THEN 10020 ELSE IF LV=3 THEN 10040 ELSE IF LV=4 THEN 10060
511 IF LV=5 THEN 10080 ELSE IF LV=6 THEN 10100 ELSE IF LV=7 THEN 10120 ELSE IF LV=8 THEN 10140
512 IF LV=9 THEN 10160 :: IF LV=10 THEN 10180
515 ETRJ=10 :: BHP=5 :: DISPLAY AT(2,1):" ":" ":" ":" ":" ":" " :: CALL PEEK(-31794,A):: IF A=0 THEN GOSUB 12000


REM CALL THE HERO AND BANDIT ONTO SCREEN
520 CALL SPRITE(#1,128,2,150,120)
530 CALL SPRITE(#3,140,EC,98,100)

540 DISPLAY AT(2,1):"BUCK MCSHANE";PH;:EN$;BHP
541 DISPLAY AT(7,7):"CURRENT BOUNTY";MON
545 DISPLAY AT(5,7):"OUTLAWS REWARD";REW




REM START MAIN LOOP

550 CALL COINC(ALL,C):: IF C=-1 THEN GOSUB 770
551 GOSUB 8000

REM START BANDIT IN MOTION

555 CALL MOTION(#3,0,ETRJ)
REM CHECK IF THERE IS AN ENEMY BULLET ONSCREEN AND IF NOT, SHOOT
557 IF ENFLG=0 THEN GOSUB 3000
558 CALL COINC(ALL,C):: IF C=-1 THEN GOSUB 770

REM CHECKS LOCATION OF BANDIT
561 CALL POSITION(#3,EY,EX)

REM CHECKS BANDIT'S LOCATION ONSCREEN AND DETERMINES LEGALITY
563 IF EX>156 THEN GOSUB 2000 ELSE IF EX<45 THEN GOSUB 2500

REM JOYSTICK CONTROL
570 GOSUB 7000 :: GOSUB 1500

REM THIS CHECKS TO SEE IF AND WHERE THE HERO'S BULLET IS ONSCREEN
590 GOSUB 5000 
600 CALL COINC(ALL,C):: IF C=-1 THEN GOSUB 770

REM CHECK WHERE ENEMY BULLET IS
615 IF ENFLG=1 THEN GOSUB 4000

REM JOYSTICK "FIRE" CHECK---WILL FIRE BULLET
640 GOSUB 8000
650 GOSUB 7000
660 CALL COINC(ALL,C):: IF C=-1 THEN GOSUB 770

720 GOTO 550

REM END OF GAME LOOP


REM THIS DRAWS THE CLOUD... NOT IN PLACE YET
750 CALL COLOR(8,8,16):: CALL CHAR(88,"FFFFFFFFFFFFFFFFFFFFFFFCF8F0C0C3FFFF0F03473C0703")
760 DISPLAY AT(11,2):"yyyYZyyyyyyyyyyyyyyyyyyyyy";

SUB TO CHECK WHICH SPRITE COLLIDED AND TAKE ACTION

770 CALL MOTION(#1,0,0,#2,0,0,#3,0,0,#4,0,0)

REM IF SPRITE 2 AND 3 COLLIDE, THEN YOU HIT THE BANDIT
REM IF SPRITE 4 AND 1 COLLIDE, THE BANDIT HIT YOU
REM IF SPRITE 2 AND 4 COLLIDE, THE BULLETS COLLIDED AND NO HARM DONE

REM YOU HIT BANDIT
775 CALL COINC(#2,#3,16,C):: IF C>-1 THEN 780
776 CALL DELSPRITE(#2,#4):: BHP=BHP-1 :: ENFLG=0 :: CALL PEEK(-31794,A):: IF A=0 THEN GOSUB 12000
777 IF BHP=0 THEN KLS=KLS+1 :: LV=LV+1 :: MON=MON+REW :: CALL DELSPRITE(#3):: GOTO 510
778 BSP=BSP+2 :: IF ETRJ<0 THEN ETRJ=ABS(ETRJ)+2 ELSE ETRJ=-ETRJ-2
779 GOTO 540


REM BANDIT HIT YOU
780 CALL COINC(#4,#1,16,C):: IF C>-1 THEN 785
781 CALL DELSPRITE(#2,#4):: PH=PH-1 :: ENFLG=0 :: IF PH=0 THEN 1000
782 CALL SCREEN(7):: FOR I=1 TO 200 :: NEXT I :: CALL PEEK(-31794,A):: IF A=0 THEN GOSUB 12000
783 CALL SCREEN(2):: GOTO 540

REM BULLETS COLLIDED
785 CALL COINC(#2,#4,10,C):: IF C>-1 THEN 810
800 CALL DELSPRITE(#2,#4):: DISPLAY AT(7,3):"YOUR BULLETS COLLIDED";:: FOR I=1 TO 200 :: NEXT I :: ELFLG=0
805 DISPLAY AT(7,3):" "
810 CALL DELSPRITE(#2,#4):: RETURN



REM YOU'RE DEAD
1000 CALL CLEAR :: CALL DELSPRITE(ALL)
1010 DISPLAY AT(2,1):"YOUVE BEEN KILLED BY THE":"OUTLAWS... THEY NOW OWN":"THE RANCH AND BRAND FOR"
1011 DISPLAY AT(5,1):"WHICH YOU RODE... THEY HAVE":"TAKEN YOUR GIRL AND ALL":"YOU LOVED IN LIFE..."
1012 DISPLAY AT(9,1):"IN DEATH YOU WILL NEVER BE":"REMEMBERED FOR ANY GOOD DEED"
1013 DISPLAY AT(12,1):"HOWEVER YOU DO HAVE ONE":"MORE CHANCE TO MAKE IT RIGHT" :: CALL SOUND(-1,400,30)

1014 FOR DEL=1 TO 400 :: NEXT DEL :: CALL SOUND(400,123,1)
1015 FOR I=1 TO 7
1016 CALL SOUND(133,165,1,392,1,659,1):: CALL SOUND(133,165,1,392,1,740,1):: CALL SOUND(133,165,1,392,1,784,1)
1017 NEXT I
1018 CALL SOUND(400,123,1,156,1,740,1):: CALL SOUND(800,165,1,392,1,659,1)

1019 DISPLAY AT(18,1):"IF YOU WOULD":"LIKE TO TRY AGAIN,":"PRESS ENTER"
1020 CALL KEY(0,K,S):: IF S=0 THEN 1020
1030 IF K<>13 THEN 1020
1040 FOR I=1 TO 14 :: CALL COLOR(I,2,1):: NEXT I :: GOTO 210

REM HERO BOUNDARY SUB
1500 IF X>200 THEN CALL LOCATE(#1,Y,200) ELSE IF X<32 THEN CALL LOCATE(#1,Y,32)
1510 RETURN

REM ENEMY CHANGE DIRECTION SUB
2000 CALL LOCATE(#3,EY,154):: ETRJ=-ETRJ
2005 CALL MOTION(#3,0,ETRJ)
2010 RETURN
2500 CALL LOCATE(#3,EY,41):: ETRJ=ABS(ETRJ)
2505 CALL MOTION(#3,0,ETRJ)
2510 RETURN

SUB FOR ENEMY SHOOT
3000 CALL POSITION(#3,EY,EX):: CALL SPRITE(#4,136,2,EY+10,EX,BSP,0):: ENFLG=1
3010 RETURN

SUB TO CHECK LOCATION OF ENEMY BULLET AND DELETE IF NECESSARY
4000 CALL POSITION(#4,EBY,EBX):: IF EBY>160 THEN CALL DELSPRITE(#4):: ENFLG=0
4010 RETURN

REM SUB FOR HERO CHECK LOCATION OF BULLET
5000 CALL POSITION(#2,BY,BX):: IF BY<90 THEN CALL DELSPRITE(#2)
5010 RETURN

REM HERO SHOOT
6000 CALL POSITION(#1,Y,X)
6010 CALL SPRITE(#2,136,2,Y-10,X,-20,0)
6020 RETURN

REM JOYSTICK CONTROL
7000 CALL JOYST(1,X,Y)
7010 CALL MOTION(#1,-Y+Y,X*4)
7020 CALL POSITION(#1,Y,X)
7030 RETURN

8000 CALL KEY(1,K,S)
8010 IF K<>18 THEN RETURN
8015 GOSUB 6000
8020 RETURN

10000 EN$="WALT SEEVER" :: REW=100 :: EC=7 :: BSP=15 :: GOSUB 11000
10010 GOTO 515
10020 EN$="CAT MCLEOD" :: REW=500 :: EC=6 :: BSP=16 :: GOSUB 11000
10030 GOTO 515
10040 EN$="TUCO" :: REW=1000 :: EC=4 :: BSP=17 :: GOSUB 11000
10050 GOTO 515
10060 EN$="WHITEY MCSWEEN" :: REW=2000 :: EC=16 :: BSP=18 :: GOSUB 11000
10070 GOTO 515
10080 EN$="STARK WILSON" :: REW=5000 :: EC=14 :: BSP=18:: GOSUB 11000
10090 GOTO 515
10100 EN$="COL. MORTIMER" :: REW=7000 :: EC=15 :: BSP=19 :: GOSUB 11000
10110 GOTO 515
10120 EN$="INDIO" :: REW=10000 :: EC=13 :: BSP=20 :: GOSUB 11000
10130 GOTO 515
10140 EN$="ANGELEYES" :: REW=15000 :: EC=8 :: BSP=21 :: GOSUB 11000
10150 GOTO 515

10160 EN$="SERGIO LEONE" :: REW=20000 :: EC=1 :: BSP=22 :: GOSUB 11000
10170 GOTO 515


REM YOU BEAT GAME!!!
10180 CALL CLEAR :: DISPLAY AT(1,1):"THE REIGN OF TERROR IS OVER":"FOR THE OUTLAW GANG...";
10190 DISPLAY AT(4,1):"YOU HAVE EARNED THE RESPECT":"OF ALL YOUR FELLOW COWBOYS":"AND PROVEN THAT IT PAYS";
10200 DISPLAY AT(7,1):"TO RIDE FOR THE BRAND...":" ":"YOU HAVE EARNED MORE THAN":"60 THOUSAND DOLLARS IN"
10210 DISPLAY AT(11,1):"YOUR QUEST AND YOU SET OFF":"TO BUY YOUR OWN RANCH":"SOMEWHERE IN COLORADO..."


10211 CALL SOUND(200,196,1):: CALL SOUND(200,220,1):: CALL SOUND(200,247,1)
10212 CALL SOUND(200,262,1,784,1):: CALL SOUND(200,262,1,523,1)
10213 CALL SOUND(200,196,1,659,1):: CALL SOUND(200,196,1,523,1)
10214 CALL SOUND(200,262,1,587,1):: CALL SOUND(200,262,1,523,1)
10215 CALL SOUND(200,196,1,392,1):: CALL SOUND(200,196,1,330,1)
10216 CALL SOUND(200,196,1,494,1):: CALL SOUND(200,196,1,392,1)
10217 CALL SOUND(200,196,1,784,1):: CALL SOUND(200,196,1,698,1)
10218 CALL SOUND(200,196,1,494,1)
10219 CALL SOUND(200,262,1):: CALL SOUND(200,294,1):: CALL SOUND(200,311,1):: CALL SOUND(200,165,1)
10220 CALL SOUND(200,165,1,659,1):: CALL SOUND(200,165,1,698,1)
10221 CALL SOUND(200,165,1):: CALL SOUND(200,330,1,659,1)
10222 CALL SOUND(200,165,1):: CALL SOUND(200,123,1,659,1)
10223 CALL SOUND(200,392,1):: CALL SOUND(200,110,1,523,1):: CALL SOUND(200,110,1,440,1)
10224 CALL SOUND(200,196,1,587,1):: CALL SOUND(200,196,1,659,1)
10225 CALL SOUND(200,175,1,523,1,698,1):: CALL SOUND(200,175,1,220,1)
10226 CALL SOUND(200,147,1):: CALL SOUND(200,165,1):: CALL SOUND(200,131,1,392,1,523,1)
10227 CALL SOUND(200,131,1,392,1):: CALL SOUND(200,131,1,659,1)
10228 CALL SOUND(200,262,1,392,1,659,1):: CALL SOUND(200,262,1,587,1,659,1):: CALL SOUND(200,196,1,587,1)
10229 CALL SOUND(200,196,1,494,1):: CALL SOUND(200,196,1,587,1):: CALL SOUND(200,131,1,196,1,523,1)
10230 CALL SOUND(200,131,1,196,1,659,1):: CALL SOUND(200,131,1,392,1,523,1)
10231 CALL SOUND(200,196,1,659,1):: CALL SOUND(600,131,1,523,1,1047,1)


10235 DISPLAY AT(22,3):"PRESS ENTER TO PLAY AGAIN"
10240 CALL KEY(0,K,S):: IF S=0 THEN 10240
10250 IF K<>13 THEN 10240
10260 FOR I=1 TO 14 :: CALL COLOR(I,2,1):: NEXT I :: GOTO 210


11000 DISPLAY AT(1,1):" ":" ":" ":" ":" ":" ":" "
11001 DISPLAY AT(2,7):EN$:"      REWARD:";REW :: FOR I=1 TO 600 :: NEXT I
11002 RETURN

12000 CALL LINK("PLAY1") :: RETURN

13000 DISPLAY AT(2,5):"SELECT YOUR LEVEL";:" ":"1. PIG FARMER":"2. COWPOKE":"3. GUNSLINGER";
13010 CALL KEY(0,K,S):: IF S=0 THEN 13010
13020 IF K=49 THEN PH=5 :: RETURN
13030 IF K=50 THEN PH=4 :: RETURN
13040 IF K=51 THEN PH=3 :: RETURN
13050 GOTO 13010

 

 

 

Thanks!!

Link to comment
Share on other sites

  • 4 weeks later...

Ahhh... it's been postponed!! =) Well, damn... Guess I didn't catch that part of the thread. Just saw it. I don't have much time now to work toward improvements though. =(

 

Thanks for your words, sometimes... Unfortunately, it was the best I could do in XB... Once you get past the first couple outlaws, the draggy controls become familiar and you can get into some of the patterns of the game... But I'm afraid some people won't even try to get past the first couple outlaws. =) In any case, It's there... I'll try to post it into the game submission thread tonight.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...