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 Post subject: help me get my game back?
Unread postPosted: Sun Feb 05, 2017 12:32 pm 
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Joined: Tue Jan 24, 2017 10:28 pm
Posts: 32
the game is listed here but i am forever blocked from the forum. Long story.. if anyone can get the code for me i would be forever greatful.

ASCII Treasure (Game) - QB64
www​.qb64.net/forum/index.php?topic...
Sep 16, 2012 ... Author Topic: ASCII Treasure (Game) (Read 5150 times) ..... iamdenteddisk. Hero Member; *; Posts: 2735 ... The RPGs in Qbasic tutorials can be downloaded ...


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 Post subject: Re: help me get my game back?
Unread postPosted: Mon Feb 06, 2017 12:38 am 
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Joined: Mon Aug 18, 2014 1:16 pm
Posts: 1337
Hi iamdenteddisk

Found ASCII Treasure at:

http://www.qb64.net/forum/index.php?topic=7042.0

This link dosn't work
asciitreasure.de.to

Theses links do work
All of my QB64 Games: https://dl.dropbox.com/u/416997/AllRitc ... 4Games.zip (30MB)
All of my QB64 Libraries: https://dl.dropbox.com/u/416997/AllRitc ... raries.zip (3.5MB)
Attachment:
Treasure.PNG
Treasure.PNG [ 141.65 KiB | Viewed 435 times ]


You are at the bottom of the page, but can't see any links to the game.
Attachment:
Treasure2.PNG
Treasure2.PNG [ 69.81 KiB | Viewed 435 times ]

I guess this is know good to you

Regards Roy


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 Post subject: Re: help me get my game back?
Unread postPosted: Mon Feb 06, 2017 12:43 am 
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Joined: Mon Aug 18, 2014 1:16 pm
Posts: 1337
There is this bit of code in the panel next to you

Code:


'-----------------------------------------------------------------------------

'                *this tile engine modified by denteddisk to make it beefy-er see comments from original auther below *
'                *Ithought it was fast and liked the256 colors but couldn't deal with being bound to screen13s 320*240 *
'                * so now it supports any resolution using 256 colors and is still quick, mmmmm beefy..*
'
'       Note: This primitive 2D tile grpahics engine is distributed as a part

'             of the RPGs in Qbasic tutorial series, and should only be

'             available along with the tutorials.

'

'       The RPGs in Qbasic tutorials can be downloaded from:

'

'       http://www.geocities.com/SiliconValley/Pines/1732/tut.htm

'

'       Issue #2, May 1997

'

'       Author: DarkDread

'

'-----------------------------------------------------------------------------
CLS
'***************************************map was only 10x16*************trying 51.2x38.4***********
DIM SHARED Map%(0 TO 50, 0 TO 37) '(0 TO 15, 0 TO 9) ' This is the 2d array which will be

' used to hold the map data.



FOR Y = 0 TO 37 ' This little routine reads the DATA

    FOR X = 0 TO 50 ' into the map array.  We will use

        READ Map%(X, Y) ' this DATA to draw the map and test

    NEXT X ' where the player can and can't

NEXT Y ' move.




'                            *                                                                           *
DATA 5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5

DATA 5,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,4,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

DATA 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5

DATA 5,5,5,5,5,5,5,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,0,0,0,0,0,0,0,0,0,0,0

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5

DATA 5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,7,7,7,7,7,6,6,7,7,7,7,7,7,5,5,7,5,7,7,7,7,6,6,7,7,7,7,7,7,5,7,7,7,7,5


'  0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,5



handle& = _NEWIMAGE(1024, 768, 256) 'the new mode
SCREEN handle&

_FULLSCREEN
' which has a resolution of 320x200

' and can display up to 256 colours.



DIM SHARED Grass%(210) ' These are the arrays we need to

DIM SHARED Forest%(210) ' dimension in order to hold all of

DIM SHARED Desert%(210) ' our graphics.

DIM SHARED Dirt%(210)

DIM SHARED Bridge%(210)

DIM SHARED Water%(210)

DIM SHARED Rock%(210)

DIM SHARED Wall%(210)



LINE (0, 0)-(19, 19), 2, BF ' This is our grass tile.








LINE (5, 5)-(3, 3), 120

LINE (5, 5)-(7, 3), 120

LINE (15, 15)-(13, 13), 120

LINE (15, 15)-(17, 13), 120


RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 10 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    PSET (X, Y), 120

NEXT I



GET (0, 0)-(19, 19), Grass%() ' This puts what we have just drawn

' into the Grass% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 0)-(19, 19), 2, BF ' This is our forest tile. 120grn113&6brn
CIRCLE (10, 19), 3, 1

PAINT (12, 20), 6, 1



RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 10 ' drawing 10 random dots on our tile.

    X = INT(RND * 20)

    Y = INT(RND * 10)

    CIRCLE (X, Y), 3, 120

NEXT I

'RANDOMIZE TIMER ' This is just a simple way of

'FOR I = 1 TO 3 ' drawing 10 random dots on our tile.

'X = INT(RND * 10)

'Y = INT(RND * 10)

'CIRCLE (X, Y), 1, 113

'NEXT I


LINE (10, 8)-(12, 12), 113

LINE (15, 8)-(12, 12), 113

LINE (11, 10)-(11, 20), 113
LINE (10, 10)-(10, 20), 2

GET (0, 0)-(19, 19), Forest%() ' This puts what we have just drawn

' into the Forest% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 0)-(19, 19), 43, BF ' This is our desert tile.

RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 20 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    PSET (X, Y), 6

NEXT I



GET (0, 0)-(19, 19), Desert%() ' This puts what we have just drawn

' into the Desert% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 0)-(19, 19), 113, BF ' This is our dirt path tile.
RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 20 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    PSET (X, Y), 6

NEXT I

'CIRCLE (9, 9), 8, 6

'PAINT (9, 9), 6, 6



GET (0, 0)-(19, 19), Dirt%() ' This puts what we have just drawn

' into the Dirt% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



'LINE (0, 0)-(19, 9), 6, BF ' This is our bridge tile.

LINE (0, 0)-(19, 19), 23, BF
RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 25 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    CIRCLE (X, Y), 2, 25 ' 110
    'PSET (X, Y), 6

NEXT I



GET (0, 0)-(19, 19), Bridge%() ' This puts what we have just drawn

' into the Bridge% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 0)-(19, 19), 105, BF ' This is our water tile.

RANDOMIZE TIMER ' This is just a simple way of

FOR I = 1 TO 20 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    PSET (X, Y), 9

NEXT I


GET (0, 0)-(19, 19), Water%() ' This puts what we have just drawn

' into the Water% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 0)-(19, 19), 2, BF ' This is our rock/mountain tile.

LINE (1, 17)-(18, 17), 185

LINE (18, 17)-(9, 2), 185

LINE (9, 2)-(1, 17), 185

PAINT (9, 9), 185, 185



GET (0, 0)-(19, 19), Rock%() ' This puts what we have just drawn

' into the Rock% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn so that we may draw our

' next tile.



LINE (0, 10)-(19, 19), 25, BF
FOR I = 1 TO 25 ' drawing 10 random dots on our tile.

    X = INT(RND * 19)

    Y = INT(RND * 19)

    CIRCLE (X, Y), 2, 23 ' 110

NEXT I
LINE (0, 0)-(19, 9), 19, BF ' This is our wall tile.




GET (0, 0)-(19, 19), Wall%() ' This puts what we have just drawn

' into the Wall% array.



LINE (0, 0)-(19, 19), 0, BF ' This command clears what we have

' just drawn.



' Basically, this code will check what number is at every position in the

' map and put the right graphic, in the right spot on the screen according

' to what number is associated with what graphic.

FOR Y = 0 TO 37

    FOR X = 0 TO 50

        IF Map%(X, Y) = 0 THEN

            PUT (X * 20, Y * 20), Grass%(), PSET

        ELSEIF Map%(X, Y) = 1 THEN

            PUT (X * 20, Y * 20), Forest%(), PSET

        ELSEIF Map%(X, Y) = 2 THEN

            PUT (X * 20, Y * 20), Desert%(), PSET

        ELSEIF Map%(X, Y) = 3 THEN

            PUT (X * 20, Y * 20), Dirt%(), PSET

        ELSEIF Map%(X, Y) = 4 THEN

            PUT (X * 20, Y * 20), Bridge%(), PSET

        ELSEIF Map%(X, Y) = 5 THEN

            PUT (X * 20, Y * 20), Water%(), PSET

        ELSEIF Map%(X, Y) = 6 THEN

            PUT (X * 20, Y * 20), Rock%(), PSET

        ELSEIF Map%(X, Y) = 7 THEN

            PUT (X * 20, Y * 20), Wall%(), PSET

        END IF

    NEXT X

NEXT Y



DIM SHARED PlayerX%, PlayerY% ' We must create global variables

' for the character's X and Y

' position, relative to the map.



PlayerX% = 23 ' We give our player any ol' starting

PlayerY% = 23 ' position.  Just make sure they are

' not standing on an impassable tile.



Moved = 1

DO

    SELECT CASE INKEY$

        CASE CHR$(0) + CHR$(77) ' Code for right arrow key.

            IF Map%(PlayerX% + 1, PlayerY%) < 5 THEN

                GOSUB DrawBackGround

                PlayerX% = PlayerX% + 1

                Moved = 1

            END IF

        CASE CHR$(0) + CHR$(75) ' Code for left arrow key.

            IF Map%(PlayerX% - 1, PlayerY%) < 5 THEN

                GOSUB DrawBackGround

                PlayerX% = PlayerX% - 1

                Moved = 1

            END IF

        CASE CHR$(0) + CHR$(80) ' Code for down arrow key.

            IF Map%(PlayerX%, PlayerY% + 1) < 5 THEN

                GOSUB DrawBackGround

                PlayerY% = PlayerY% + 1

                Moved = 1

            END IF

        CASE CHR$(0) + CHR$(72) ' Code for up arrow key.

            IF Map%(PlayerX%, PlayerY% - 1) < 5 THEN

                GOSUB DrawBackGround

                PlayerY% = PlayerY% - 1

                Moved = 1

            END IF

        CASE CHR$(27) ' Code for Esc key.

            Quit = 1

    END SELECT



    IF Moved = 1 THEN

        X% = PlayerX% * 20 ' This little routine draws our

        Y% = PlayerY% * 20 ' character in the right position





        'CIRCLE (X% + 10, Y% + 10), 9, 40 ' on the screen.

        'PAINT (X% + 10, Y% + 10), 5, 40


        'LINE (X% + 0, Y% + 0)-(X% + 19, Y% + 19), 120, BF ' This is our forest tile.

        'LINE (X% + 7, Y% + 5)-(X% + 7, Y% + 8), 16 'wizzard staff
        'LINE (X% + 7, Y% + 9)-(X% + 7, Y% + 19), 16

        LINE (X% + 10, Y% + 7)-(X% + 13, Y% + 2), 1 'hat
        LINE (X% + 13, Y% + 6)-(X% + 14, Y% + 7), 1
        LINE (X% + 10, Y% + 7)-(X% + 14, Y% + 7), 1
        LINE (X% + 14, Y% + 8)-(X% + 12, Y% + 2), 1
        CIRCLE (X% + 13, Y% + 7), 3, 40 ' on the screen.

        PAINT (X% + 13, Y% + 7), 5, 40


        LINE (X% + 7, Y% + 11)-(X% + 10, Y% + 9), 1 'wizzard
        LINE (X% + 11, Y% + 9)-(X% + 16, Y% + 9), 1
        LINE (X% + 16, Y% + 9)-(X% + 17, Y% + 13), 1
        LINE (X% + 15, Y% + 10)-(X% + 15, Y% + 13), 1
        LINE (X% + 14, Y% + 10)-(X% + 16, Y% + 19), 1
        'LINE (X% + 10, Y% + 19)-(X% + 15, Y% + 19), 1
        LINE (X% + 9, Y% + 18)-(X% + 11, Y% + 10), 1








        'PAINT (X% + 11, Y% + 8), 4, 4


        'CIRCLE (X% + 12, Y% + 7), 4, 4 ' on the screen.

        'PAINT (X% + 12, Y% + 8), 4, 4




        'LINE (10, 5)-(20, 10), 2








        'CIRCLE (X% + 5, Y% + 6), 3, 31

        'PAINT (X% + 5, Y% + 6), 31, 31

        'CIRCLE (X% + 13, Y% + 6), 3, 31

        'PAINT (X% + 13, Y% + 6), 31, 31

        'CIRCLE (X% + 5, Y% + 6), 0, 16

        'CIRCLE (X% + 13, Y% + 6), 0, 16

        'CIRCLE (X% + 4, Y% + 17), 2, 4

        'PAINT (X% + 4, Y% + 17), 4, 4

        'CIRCLE (X% + 14, Y% + 17), 2, 4

        'PAINT (X% + 14, Y% + 17), 4, 4

        'CIRCLE (X% + 9, Y% + 9), 2, 16

        'PAINT (X% + 9, Y% + 9), 16, 16

        Moved = 0

    END IF



LOOP UNTIL Quit = 1



PRINT

PRINT "Press any key to return to system."

SLEEP

SYSTEM



DrawBackGround:

X = PlayerX%

Y = PlayerY%

IF Map%(X, Y) = 0 THEN

    PUT (X * 20, Y * 20), Grass%(), PSET

ELSEIF Map%(X, Y) = 1 THEN

    PUT (X * 20, Y * 20), Forest%(), PSET

ELSEIF Map%(X, Y) = 2 THEN

    PUT (X * 20, Y * 20), Desert%(), PSET

ELSEIF Map%(X, Y) = 3 THEN

    PUT (X * 20, Y * 20), Dirt%(), PSET

ELSEIF Map%(X, Y) = 4 THEN

    PUT (X * 20, Y * 20), Bridge%(), PSET

ELSEIF Map%(X, Y) = 5 THEN

    PUT (X * 20, Y * 20), Water%(), PSET

ELSEIF Map%(X, Y) = 6 THEN

    PUT (X * 20, Y * 20), Rock%(), PSET

ELSEIF Map%(X, Y) = 7 THEN

    PUT (X * 20, Y * 20), Wall%(), PSET

END IF

RETURN




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 Post subject: Re: help me get my game back?
Unread postPosted: Mon Feb 06, 2017 9:11 am 
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Joined: Tue Jan 24, 2017 10:28 pm
Posts: 32
Roy, you rock partener. Totally awesome. Now. If we can port it, we have a radical zelda scroller engine for the community to use. An engine I am comfortable using.and able to offer support developing with...thanks so verry much sir.


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