CoBoL~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 Fedup of COD, ARMA, FARCRY, GTR, GRID, EVE. Then worry no more, I treated you all to the latest is SFX & GFX. You will not experiance anything like this ever again (Honest). SPARTAVADERS Help Steve Sparta save the world for horible monster. System Spec CPU : If Its Got One HD: Floppy will do. RAM: ZX 16KB expansion required. VIDEO: B&W TV Instructions Press 1 to Play the Game you have been waiting for Press 2 to return to COD, and miss a life of joy. Arrow keys to Move Steve Left & Right, and Press Space Bar for the BFG This release is final. There will be no patches as its perfect. Yes, I was board again. SpartaVaders.rar Link to comment Share on other sites More sharing options...
Zeno~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 LOL 1 I always worry I am giving you acces to my pc when I donwload your stuff 2 I prepared myself for hours of mind numbing play, but... 3 It starts off faster than I remember 4 the screen closes when you lose (which is quick n my case) Link to comment Share on other sites More sharing options...
custard~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 Bastage the music is driving me nuts, nice one Link to comment Share on other sites More sharing options...
adder360~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 dam it no gaming for me Link to comment Share on other sites More sharing options...
Zathrus~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 AH!! the old d3d error! That game looks... very familiar Link to comment Share on other sites More sharing options...
Athlon64~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 (edited) Even the simplest thing will screw up. i Think it needs Direct X 1 to work LOL! Edited March 12, 2009 by Athlon64~SPARTA~ Link to comment Share on other sites More sharing options...
Kiwi~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 It works for me. Nice one Cobol. Cheers Link to comment Share on other sites More sharing options...
CoBoL~SPARTA~ Posted March 12, 2009 Author Share Posted March 12, 2009 The game as been so popular, I have decided to make it open source. For all you modders and maps makers (There is no map). Hopefully there will be a popular following using this unique game engine. LOL REM Project: SpartaVaders type monstertype id as integer ` sprite id xpos# as float ypos# as float state as boolean endtype dim monster(9) as monstertype type bullettype id as integer ` sprite id xpos# as float ypos# as float speed# as float destroy as boolean endtype dim bullet() as bullettype type livestype xpos as integer ypos as integer id as integer` sprite id state as boolean ` life used or not endtype dim lives(2) as livestype type barriertype xpos as integer ypos as integer id as integer state as integer ` 0 = full, 4 = dead endtype dim barrier(2) as barriertype dim barrierimg(3) type monstershoottype xpos# as float ypos# as float endtype MonsterShoot# as monstershoottype Initialize() Menu() `PlayGame() function PlayGame() ` play the game InitializeGame() PlayLevel() endfunction function InitializeGame() ` start of game init InitializeData() if Game_Loaded = 0 LoadObjects() SetupObjects() LoadSounds() endif Game_Loaded = 1 endfunction function LoadObjects() barrierimg(0) = freeimg() load image "Media\Images\barrier_1.png", barrierimg(0) barrierimg(1) = freeimg() load image "Media\Images\barrier_2.png", barrierimg(1) barrierimg(2) = freeimg() load image "Media\Images\barrier_3.png", barrierimg(2) barrierimg(3) = freeimg() load image "Media\Images\barrier_4.png", barrierimg(3) alien = freeimg() load image "Media\Images\alien.png",alien gamebackground = freeimg() load image "Media\Images\gamebackground.jpg",gamebackground playerimage = freeimg() load image "Media\Images\player.png",playerimage bulletimage = freeimg() get image bulletimage,0,0,4,10 WinImage = freeimg() load image "Media\Images\win.png", WinImage LoseImage = freeimg() load image "Media\Images\lose.png", LoseImage cls endfunction function SetupObjects() player = freesprite() sprite player,225,400,playerimage offset sprite player, image width(playerimage)/2, image height(playerimage)/2 ` player sprite for i = 0 to array count(monster()) monster(i).id = freesprite() sprite monster(i).id, monster(i).xpos#, monster(i).ypos#, alien offset sprite monster(i).id,image width(alien)/2, image height(alien)/2 next i bulletspr = freesprite() sprite bulletspr,0,0,bulletimage offset sprite bulletspr,image width(bulletimage)/2, image height(bulletimage)/2 hide sprite bulletspr for i = 0 to 2 lives(i).id = freesprite() lives(i).xpos = 290+50*i lives(i).ypos = -5 sprite lives(i).id, lives(i).xpos, lives(i).ypos, playerimage next i for i = 0 to 2 barrier(i).id = freesprite() sprite barrier(i).id,0,0,barrierimg(0) barrier(i).xpos = 150*(i+1)-110 barrier(i).ypos = 350 next i endfunction function LoadSounds() zap = freesound() load sound "Media\Sounds\zap.wav", zap hit = freesound() load sound "Media\Sounds\hit.wav", hit monsterdie = freesound() load sound "Media\Sounds\monsterdie.wav", monsterdie B_music = 1 load music "Media\Sounds\backgroundmusic.mid", B_music endfunction function InitializeData() global score as integer global lives as integer global xpos# as float : xpos# = 225 global ypos# as float : ypos# = 420 global Mon_xpos# as float global Mon_ypos# as float global movement as integer global T_elapsed# as float ` change to integer global T_initial# as float global B_elapsed as integer global B_initial as integer global M_initial as integer ` monster shoot timer global M_elapsed as integer global direction as integer : direction = 1 global M_initx# as float global M_inity# as float : M_inity# = 70 ` start y position global MonsterSpeed as integer : MonsterSpeed = 200 global BulletDelay as integer : BulletDelay = 1500 global MonsterShootDelay as integer : MonsterShootDelay = 400 global PlayerSpeed as integer : Playerspeed = 3 global BulletSpeed as integer : BulletSpeed = 6 global gamebackground as integer global alien as integer global playerimage as integer global bulletimage as integer global bulletspr as integer global barrier1 as integer global barrier2 as integer global barrier3 as integer global barrier4 as integer global WinImage as integer global LoseImage as integer global player as integer global zap as integer global hit as integer global monsterdie as integer ` sounds global B_music as integer #Constant Cplayer 1 #constant Cmonster 2 #constant cWin 3 endfunction function PlayLevel() show all sprites play music B_music do ` main game loop handlePlayer() handleMonsters() handleBarriers() handleBullets() draw() sync loop endfunction function handleBarriers() for i = 0 to 2 if barrier(i).state <> 8 ` barrier is broken sprite barrier(i).id,barrier(i).xpos, barrier(i).ypos, barrierimg(barrier(i).state/2) if array count(bullet()) > -1 ` same code as monstercollision for z = 0 to array count(bullet()) if sprite exist(bullet(z).id) and sprite exist(barrier(i).id) if sprite collision(barrier(i).id, bullet(z).id) = 1 bullet(z).destroy = 1 ` destroy bullet inc barrier(i).state if barrier(i).state = 8 then delete sprite barrier(i).id endif endif next z endif endif next i endfunction function handlePlayer() if leftkey() and xpos#>30 then dec xpos#,PlayerSpeed if rightkey() and xpos#<420 then inc xpos#,PlayerSpeed if spacekey() then shoot(Cplayer) sprite player,xpos#,ypos#,playerimage playerCollision() endfunction function playerCollision() if array count(bullet()) > -1 ` same code as monstercollision for z = 0 to array count(bullet()) if sprite exist(bullet(z).id) if sprite collision(player, bullet(z).id) bullet(z).destroy = 1` destroy bullet playerHit() endif endif next z endif endfunction function playerHit() play sound hit x = -1 repeat inc x if x = 3 then Endgame(0) ` all lives used up if 3 if lives(x).state = 0 lives(x).state = 1 y = 1 endif until y = 1 endfunction function handleMonsters() i = -1 for i = 0 to array count(monster()) inc MonsterExists, monster(i).state` check for monsters next i if MonsterExists <> array count(monster())+1 moveMonsters() ` monster collision is in here monsterShoot() else Endgame(cWin) endif endfunction function monsterShoot() M_elapsed = timer() - M_initial if M_elapsed > MonsterShootDelay M_initial = timer() repeat : rand = rnd(9) : until monster(rand).state = 0 if rand <= 4 then increased = 60 MonsterShoot#.xpos# = monster(rand).xpos# MonsterShoot#.ypos# = monster(rand).ypos# + increased shoot(cMonster) endif endfunction function moveMonsters() T_elapsed# = timer()-T_initial# if T_elapsed# >= MonsterSpeed inc movement,20 T_initial# = timer() ` timer movement, every second endif if movement >= 220 ` back and forth movement movement = 0-movement direction = -1 inc M_inity#,20 endif if direction = -1 if movement >-40 movement = -movement direction = 1 inc M_inity#,20 endif endif if M_inity# >= 300 then EndGame(LOSE) ` lose being zero for i = 0 to array count(monster()) ` draw monsters in positions if i >= 5 ` whether it should be moved down monster(i).ypos# = M_inity#+50 a = 5 else monster(i).ypos# = M_inity# endif monster(i).xpos# = direction*movement + 50*(i-a) ` change it to move depending on location of initial y and x if monster(i).state = 0 ` only draw and check collision if still alive sprite monster(i).id,monster(i).xpos#,monster(i).ypos#,alien monsterCollision(i) endif next i endfunction function monsterCollision(i) if array count(bullet()) > -1 for z = 0 to array count(bullet()) if sprite exist(bullet(z).id) and sprite exist(monster(i).id) if sprite collision(monster(i).id, bullet(z).id) = 1 bullet(z).destroy = 1` destroy bullet monsterDeath(i) endif endif next z endif endfunction function monsterDeath(monsterID) delete sprite monster(monsterID).id monster(monsterID).state = 1 play sound monsterdie endfunction function shoot(source) IF source = Cplayer ` if player is shooting B_elapsed = timer() - B_initial if B_elapsed >= BulletDelay B_initial = timer() play sound zap add to queue bullet() bullet().id = freesprite() clone sprite bulletspr,bullet().id bullet().speed# = -BulletSpeed bullet().ypos# = ypos#-30 bullet().xpos# = xpos# sprite bullet().id, xpos#, bullet().ypos#, bulletimage ` spawn bullet above player endif ELSE ` if monster is shooting add to queue bullet() bullet().id = freesprite() clone sprite bulletspr,bullet().id bullet().speed# = BulletSpeed bullet().ypos# = MonsterShoot#.ypos#+30 bullet().xpos# = MonsterShoot#.xpos# sprite bullet().id, bullet().xpos#, bullet().ypos#, bulletimage ` spawn bullet below monster ENDIF endfunction function handleBullets() for i = 0 to array count(bullet()) ` movement loop inc bullet(i).ypos#,bullet(i).speed# sprite bullet(i).id, bullet(i).xpos#, bullet(i).ypos#, bulletimage if bullet(i).ypos#<35 or bullet(i).ypos#>450 then bullet(i).destroy = 1 ` : print "bam" :wait 2000: sync next i if array count(bullet()) > -1 ` bullet deleting code, if the last fired bullet is to be destroyed, finish the job. for i = 0 to array count(bullet()) if bullet(i).destroy = 1 delete sprite bullet(i).id array delete element bullet(),i endif next i endif endfunction function draw() paste image gamebackground,0,0 for i = 0 to 2 if lives(i).state = 0 sprite lives(i).id, lives(i).xpos, lives(i).ypos, playerimage else hide sprite lives(i).id endif next i endfunction function Endgame(WhoWins) hide all sprites if WhoWins = cWin paste image gamebackground,0,0 paste image WinImage, screen width()/2 - image width(WinImage)/2, screen height()/2 - image height(WinImage)/2 sync wait 3000 end else paste image gamebackground,0,0 paste image LoseImage, screen width()/2 - image width(LoseImage)/2, screen height()/2 - image height(LoseImage)/2 sync wait 3000 end endif endfunction function Initialize() ` start of application init sync on sync rate 60 global menu_loaded as boolean global Game_loaded as boolean set window on set window size 449,449 set display mode 449,449,32 set window title "SpartaVaders - CoBoL" endfunction function Menu() if menu_loaded = 0 then loadmenu() repeat paste image menubackground,0,0 : sync a$ = inkey$() until a$ = "1" or a$ = "2" select a$ case "1" PlayGame() endcase case "2" end endcase endselect endfunction function loadmenu() global menubackground as integer menubackground = freeimg() load image "Media/Images/menubackground.jpg",menubackground menu_loaded = 1 endfunction function freeimg() repeat inc i until image exist(i) = 0 endfunction i function freesprite() repeat inc i until sprite exist(i) = 0 endfunction i function freesound() repeat inc i until sound exist(i) = 0 endfunction i Have fun Link to comment Share on other sites More sharing options...
Athlon64~SPARTA~ Posted March 12, 2009 Share Posted March 12, 2009 (edited) It could be you need to copy and burn it to disk and then unzip it and re rar it then extract it to anouther folder and then copy it back to desk top and alter command line in dos to C:/ command line self destruct p/c SET UPEXE. Drag and drop this line into that folder but you have to delete C:/ first to get it to work LOL! Edited March 12, 2009 by Athlon64~SPARTA~ Link to comment Share on other sites More sharing options...
CoBoL~SPARTA~ Posted July 26, 2009 Author Share Posted July 26, 2009 This Vii is the ultimate game, as per our conversation. Link to comment Share on other sites More sharing options...
DrNo~SPARTA~ Posted July 26, 2009 Share Posted July 26, 2009 Yeah but how do I level up to get the Acog sight and night vision? --=Cool=-- Link to comment Share on other sites More sharing options...
Haloelite Posted July 26, 2009 Share Posted July 26, 2009 rofl so i might to upgrade for this game how much do i need to spend to run this Link to comment Share on other sites More sharing options...
StevenADunn~SPARTA~ Posted July 27, 2009 Share Posted July 27, 2009 Hey! Why'd ya have to pick on me......... No seriously Cobol, good game mate. Oh, and 5% of any rearnings for using my name Steve~SPARTA~ Link to comment Share on other sites More sharing options...
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