Oxygen Basic
Programming => Example Code => Topic started by: Peter on October 12, 2013, 06:12:45 AM
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Deleted
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Zip file contains what you need.
That's the way to do it Peter, thanks.
Wow this is hard. I can't get passed the fire raining down
from the UFO's. They can't be destroyed when you counter shoot them.
And, the space to fly between them is not enough.
How is for you guys?
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You hacked your own game Peter :)
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Peter,
This game is way too fast for my advanced age. ;D
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score 700 time 200
i have after second wave ;D
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heh grandF version :D
by the way from my point of view is not slower or faster version Peter
than how in second wave add different looks for uffo-s
that not loos the same ,or in another words where in the code we must
add new graphic ,sorry for my dumb questions - because i am not gamer ;D :-\
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Grrr damn i cannot beat them... >:( .... :D
they have simply to much foton torpedos...uuuuu :P
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For fewer Ufo-bombs try this:
In the source code change (For j=0 To 399) to (For j=0 to 199)
Sub MakeUfoBomb()
iF Rand(1,40) =5
For j=0 To 399
iF Ufo(j).x >0 and Ufo(j).y >0
oBuffer Ufo(j).x,Ufo(j).y+8
End iF
Next
End iF
End Sub
further, try once SetFps 60 this is for babies.
Thanks Peter...
finaly get something to tweak... ;)
BUT i ask again ( if is no problem) ...for me( and probably for same other to) is not easy
to know where i can add when i finish one level and next start to change
(load another) bitmap and have different types of uffos...
on this way ithink that game would be much more fun to play...
do you agree....?
you know like in old Phoenix game...
when you kill small birds then on next level you have big birds..ok?
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by the way when i want to get smaller window like 800x600
i have problems with ship ...i don't get it where is initial position of ship stored .. ???
in map file maybe ?
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for more fun add this two lines in sub shipControl()
iF KeyDown(38) <0 and yShip < 760 Then yShip -=2 'up
iF KeyDown(40) <0 and yShip > 2 Then yShip +=2 'down
;D
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yeah....but work ;)
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Hi,
An easier Ufo2 version. Plays GrandFathers! :D
Thanks Peter, this is the version I need, better yet... I will also look forward to Aurel's mods...
thanks to the young guys looking out after us oldies :)
Update: Still too hard for me, YIKES!!! I wait for Aurel's Mods and if that is too hard will mod myself.
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Hey Kent... :)
This version work really cool and fast ,really is not maybe to fast but have to much uffo photon
torpedos ...grrr
this aliens have to much energy... ;D
Ha ..my mod...sounds cool, but as i say i would like to see that
each level have different uffos ,as i say before ...
because i like to draw sprites this is not problematic for me ...
but i need Peter explanation where in code to add new bitmap when we reach
next level..ok
;)
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You need to assign your ufo sprite to iUFOs after a level.
line 50: iUfos = LoadBitmap "ufo/ufos.bmp",8
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hmmm that simple and nothing more ???
well ...i will try...thanks.... ;)
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I need black hole weapon to suck all the incoming enemy torpedoes into another dimension :)
They had a cool black hole weapon in this game, did you guys ever play it?
http://www.youtube.com/watch?v=5ZFBm6KVMf0
Black hole weapon is the first sequence in this short. It is even more awesome when more players are nearby.