1. standard initialization (sync rate)
2. load images...sounds....music....resources....blah blah...just load your resources...
3. grab images from bitmaps...
4. make sprites from images...
5. make like maybe another DBA file to store fuctions to create the levels... make a ll walls (a.k.a platforms) all numbers from 1-whatever...
6. add doo-dads (special objects such as SPECAIL WALLS) whatever-whatever2
7. add items from whatever2-whatever3
8.monsters, whatever3-whatever4
9. Items, whatever4-whatever5
10. make the Player and goal A high number such as 99999,and 100000
11. in the game make an image automation system such as
`ani is the start frame for your animation (jump,run,sleep,idle,ect.)
`image is the frame
`anil is the last frame of the animations
If image>ani and image<anil
inc image
else
image=ani
endif
12.DO FOR LOOPS to handle collisions with the special items I mentioned earlir
olderxpos=oldxpos
oldxpos=xpos
olderypos=oldypos
oldypos=ypos
For x=whatever to whatever2 `remember?
if sprite hit (99999,x) Or Sprite Collision(99999,x)
xpos=olderxpos
ypos=olderypos `stick with the older x/y pos... it works better but if you have a teleporteer in your game...fix the code around a bit...
13. repeat 12 for all the oher whatevers...but remembers that each character characteristics are different so you maight want the bad guy whatevers to be diffferent numbers (1 set for a lizard of the same type, 1 for a dragon of the same type...ect.)
anything else?