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adawginthefog
7
Years of Service
User Offline
Joined: 17th Jan 2017
Location:
Posted: 19th Jan 2017 16:10
Does anyone have code for galaga?
Derek Darkly
12
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 20th Jan 2017 00:44
LoL... i for one would be happy to work with you on a galaga type of code. Otherwise, asking directly for code around here is like asking the Buddha for infinite wisdom.

Welcome to Winterhold College, for lack of a better analogy.
Send your parents to noisy sprite demo hell... enter the D-Zone
adawginthefog
7
Years of Service
User Offline
Joined: 17th Jan 2017
Location:
Posted: 20th Jan 2017 03:33
Thanks!
Derek Darkly
12
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 21st Jan 2017 01:31
You just want to learn how to make and paste sprites, really.
Check the help section in the editor.

the SPRITE command makes them
(HIDE SPRITE will hide the sprite if needed)
PASTE SPRITE will paste a copy of the sprite to the screen

Sprites have their own collision box, but in standard DBPro I think they are limited to a non-rotating box or rectangle.
Send your parents to noisy sprite demo hell... enter the D-Zone
LBFN
16
Years of Service
User Offline
Joined: 7th Apr 2007
Location: USA
Posted: 23rd Jan 2017 03:42
Actually, years ago I wrote a game called Insectoidz! that was patterned after Galaga. The code is 3300+ lines long. As I remember, I spent quite a bit of time making my own sprites for it. In the attached pic, it shows where the player's ship was captured. Like in Galaga, the captured ship is taken back to the dragonfly's position and brought with it when it attacks again and if you shoot the dragonfly twice it will release the ship to give you a second ship at the same time. The problem is that once you have two ships, you are pretty much invincible, and the game is too easy. I would also be glad to help you develop a game like this, but I don't want to simply post the code.



So many games to code.....so little time.

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