OK here is what I have so far
REM ________________________________________
REM
REM - PROJECT CODE NAME : ACTION BATTLE -
REM - DESCRIPTION : ACTION PLATFORMER -
REM - 1ST VERISON 1.0
REM - DATE STARTED 4/27/04
REM ________________________________________
REM --------------------------------------------
REM STATUS AND PROGRESS TRACKING DOCUMENTATION
REM --------------------------------------------
REM 4/27/04 - BEGAN WORKING ON PROJECT CODE NAMED - ACTION BATTLE -
REM CREATED HERO SPRITE, BEGAN PREPARING HERO IMAGES AND SPRITES,
REM BEGAN TESTING IMAGES AND SPRITES ONSCREEN, ( SUCCESS )
rem 4/28/04 - BEGAN ADDING PRESS KEY FUNCTIONS FOR HERO ( SUCCESS )
REM ---------------------------------
REM BITMAP AND IMAGE SPECIFICATIONS
REM ---------------------------------
REM BMP 1 = HERO SPRITE SHEET
REM FROM THIS POINT ON GAME PROGRAMMING BEGINS
REM GAME PROGRAMMING BEGINS
SET DISPLAY MODE 1024,768,16
REM ------------------------------------
REM : LOAD HERO STANDING STILL SPRITE
REM ------------------------------------
LOAD BITMAP "Heros Sprite Sheet Left.bmp",1
LOAD IMAGE "Heros Sprite Sheet Left.bmp",1
GET IMAGE 1,3,1,30,41
REM ------------------------------------------------------------------------
REM : SET THE POSITION OF HERO SPRITE ( CHANGE X AND Y TO POSITION SPRITE )
REM : SCALE HERO SPRITE BY 250 % OF ORIGIANL
REM -----------------------------------------------------------------------
SET SPRITE 1,1,1
SCALE SPRITE 1,250
SPRITE 1,x,y,1
REM -----------------------------------------------------------------------
REM : IF SPACE KEY IS PRESSED CHANGE HERO STILL SPRITE TO SHOOTING SPRITE
REM THEN TO AFTER FIRE SPRITE THEN BACK TO STILL
REM : IF SPACE KEY PRESSED FIRE BULLET FROM HERO SPRITE ( NA )
REM -----------------------------------------------------------------------
do
WHILE SPACEKEY()
GET IMAGE 1,250,455,284,495
SCALE SPRITE 1,250
SPRITE 1,x,Y,1
WAIT 50
GET IMAGE 1,174,455,208,494
SCALE SPRITE 1,250
SPRITE 1,x,y,1
WAIT 130
GET IMAGE 1,3,1,30,41
SCALE SPRITE 1,250
SPRITE 1,x,y,1
ENDWHILE
loop
Now I am trying to input running but I start the sprite off at about center screen all the way to the the left but when space key is pressed the sprite changes like it's suppose to but at the top left of the screen. I changed the x and y of the sprite to where the starting one is placed but that won't work because when moving the sprite needs to change and be in the position of where ever the player moved to and that is what I can't figure out. I know that the code is something like the name of the sprite or image and X plus one or minus one. That is what I am trying to get.
Also I have seen alot of posts in this thread about things related to this such as collision and background scrolling. Thier should be a sticky with all of these questions answered all in one topic like the Tutorial On 2D Shoot Em Ups by Reaperman. I am looking at the code from that to implement into my shooting platformer. If I knew all the answers to these questions I would post it all in one topic for everyone to look at and learn from but since I don't I come here to ask for help and comments. So maybe someone that has been here alot longer will make a topic that will answer these 2d questions because it seems as if alot of people have trouble with them. I am one to say and I know alot of people agree with this the codes staright from the manual don't explain clearly enough how to use them. Example : KEYSTATE() SYNTAX : Retirn Value=KEYSTATE(scancode).
I look at that and I ask do I put the return value part in or leave it out ( I Know Now Just An Example ). It shows the basic code of it but not it used fully or an example of it being used. Enough of me rambling this is just my opinion.
Thanks to anyone if they can help answer my question
"The Infamous J Nice"