Hey Jeku. I had an idea.
You could try and make an entry in a similiar style to this:
set display mode 800,600,32
hide mouse
setuparrays()
sync on
sync rate 0
do
cls rgb(255,255,255)
everything()
set cursor 0,0:ink 0,0
print player(6)
sync
loop
function everything()
controls()
grid()
drawbackground()
drawplayer()
enemy()
enemypoly()
jumpgraph()
shooting()
drawblocks()
tramp()
drawforeground()
enemyhit?()
scrolling()
endfunction
function drawplayer()
lhandx#=player(1)+(player(4)*(player(3)/4.5))-player(4)*20
skiphandpos:
lhandy#=player(2)+28+sin(player(3))*10
rhandx#=player(1)-(player(4)*(player(3)/4.5))+player(4)*20
rhandy#=player(2)+32+sin(player(3))*10
lkneex#=player(1)+(player(4)*(player(3)/15))-player(4)*5
rkneex#=player(1)-(player(4)*(player(3)/15))+player(4)*5
lfootx#=player(1)+(player(4)*(player(3)/5))-player(4)*20
lfootybounce#=sin(player(3))*(-5)
if player(5)>0 then lfootybounce#=0
rfootx#=player(1)-(player(4)*(player(3)/5))+player(4)*15
rfootybounce#=sin(player(3))*(-5)
if player(5)<0 then rfootybounce#=0
ink 0,0
circle player(1)-screen#(1),player(2),10
circle player(1)+player(4)-screen#(1),player(2)-1,1
circle player(1)+player(4)*6-screen#(1),player(2)-1,1
line player(1)-screen#(1),player(2)+10,player(1)-screen#(1),player(2)+35
circle lhandx#-screen#(1),lhandy#,3
circle rhandx#-screen#(1),rhandy#,3
line player(1)-screen#(1),player(2)+15,lhandx#-screen#(1),lhandy#
line player(1)-screen#(1),player(2)+15,rhandx#-screen#(1),rhandy#
line player(1)-screen#(1),player(2)+35,lkneex#-screen#(1),player(2)+45
line player(1)-screen#(1),player(2)+35,rkneex#-screen#(1),player(2)+45
line lkneex#-screen#(1),player(2)+45,lfootx#-screen#(1),player(2)+60
line rkneex#-screen#(1),player(2)+45,rfootx#-screen#(1),player(2)+60
if player(4)=1
box lfootx#-player(4)*2-screen#(1),player(2)+60+rfootybounce#,lfootx#+player(4)*7-screen#(1),player(2)+65+rfootybounce#
box rfootx#-player(4)*2-screen#(1),player(2)+60+lfootybounce#,rfootx#+player(4)*7-screen#(1),player(2)+65+lfootybounce#
endif
if player(4)=-1
box lfootx#+player(4)*7-screen#(1),player(2)+60+lfootybounce#,lfootx#-player(4)*2-screen#(1),player(2)+65+lfootybounce#
box rfootx#+player(4)*7-screen#(1),player(2)+60+rfootybounce#,rfootx#-player(4)*2-screen#(1),player(2)+65+rfootybounce#
endif
endfunction
function controls()
player(1)=player(1)+player(8)
if leftkey()=1 and player(1)>10 and tramp#(6)=0
player(8)=-4
player(4)=-1
player(3)=player(3)-player(5)
endif
if rightkey()=1 and tramp#(6)=0
player(8)=4
player(4)=1
player(3)=player(3)+player(5)
endif
if leftkey()=0 and rightkey()=0 and tramp#(6)=0 then player(8)=0
if player(3)>180 or player(3)<0 then player(5)=player(5)*(-1)
if keystate(11)=1 and player(6)=0 and player(2)=floorheight(player(1),player(2)) then player(6)=25:player(7)=40
player(6)=player(6)-1
player(2)=player(2)-(player(6)/2)
if player(2)>floorheight(player(1),player(2)) and player(6)<0 then player(6)=0:player(2)=floorheight(player(1),player(2))
endfunction
function drawbackground()
ink rgb(150,185,150),0
line 0,480,800,480
center text 600-screen#(1),485,"y=2"
ink rgb(185,150,150),0
for x=0 to 100
line x*8,sin((x+screen#(1)/15)*8)*(-40)+220,(x+1)*8,sin((x+1+screen#(1)/15)*8)*(-40)+220
next x
center text 200-screen#(1)/1.85,200,"y=sin x"
ink rgb(190,200,100),0
circle 700-screen#(1)/3,50,80
center text 670-screen#(1)/3,50,"y^2 + x^2 = r^2"
endfunction
function grid()
ink rgb(240,240,240),0
for x = 1 to 9
line x*80,0,x*80,600
next x
for y = 1 to 7
line 0,y*80,800,y*80
next y
endfunction
function jumpgraph()
jgraph(player(6),1)=player(1)
jgraph(player(6),2)=player(2)
if player(6)=0 then for t= 1 to 100:jgraph(t,1)=0:jgraph(t,2)=0:next t
if player(7)<254 then player(7)=player(7)+7
for x = 1 to 100
if player(6)>0
ink rgb(player(7),player(7),player(7)),0
dot jgraph(x,1)-screen#(1),jgraph(x,2)+70
endif
next x
endfunction
function setuparrays()
dim player(8):dim jgraph(100,2)
player(2)=0
player(1)=400
player(5)=5
dim level(3,500,30)
dim screen#(2)
dim enemypos(2)
dim poly(9,2):poly(9,2)=5
dim bullets(8,4)
dim tramp#(6):tramp#(1)=1600:tramp#(2)=480:tramp#(3)=270-40
for t = 0 to 500
level(2,t,10)=2
next t
for t = 7 to 10
level(2,t,4)=1
next t
for t = 2 to 5
level(2,t,7)=1
next t
for t = 13 to 15
level(2,t,2)=1
next t
for t = 24 to 31
level(2,t,7)=1
next t
for t = 41 to 43
level(2,t,3)=1
next t
for t = 46 to 48
level(2,t,3)=1
next t
endfunction
function block(PosX,PosY)
ink 0,0
line PosX-20,PosY-20,PosX-20,PosY+20
line PosX-20,PosY+20,PosX+20,PosY+20
line PosX+20,PosY+20,PosX+20,PosY-20
line PosX+20,PosY-20,PosX-20,PosY-20
endfunction
function floorheight(PosX, PosY)
for y = PosY/40 to 30
if level(2,PosX/40,y)=1 or level(2,PosX/40,y)=2 then Height = y*40+15:goto skip
next y
skip:
endfunction Height
function drawblocks()
for x = 1 to 500
for y = 1 to 30
if level(2,x,y)=1 then block(x*40+20-screen#(1),y*40+100)
next y
next x
endfunction
function scrolling()
if player(1)>screen#(1)+500 then screen#(1)=screen#(1)+player(8)
if player(1)<screen#(1)+300 then screen#(1)=screen#(1)-player(8)
endfunction
function drawforeground()
ink rgb(200,220,200),0
for x = -10 to 10
line x*10+400-screen#(1)*1.5,(x*10)^2/25+200,(x+1)*10+400-screen#(1)*1.5,((x+1)*10)^2/25+200
line x*10+200-screen#(1)*1.5,(x*10)^2/25+300,(x+1)*10+200-screen#(1)*1.5,((x+1)*10)^2/25+300
line x*30+1500-screen#(1)*1.5,(x*30)^2/265+300,(x+1)*30+1500-screen#(1)*1.5,((x+1)*30)^2/265+300
next x
center text 350-screen#(1)*1.5,550,"y = x^2"
center text 1550-screen#(1)*1.5,330,"y = (x^2)/2"
endfunction
function enemy()
if enemypos(1)<player(1) then enemypos(1)=enemypos(1)+2
if enemypos(1)>player(1) then enemypos(1)=enemypos(1)-2
if poly(8,1)<player(1) and poly(9,2)>3 then poly(8,1)=poly(8,1)+3
if poly(8,1)>player(1) and poly(9,2)>3 then poly(8,1)=poly(8,1)-3
if enemypos(2)<floorheight(enemypos(1),enemypos(2)) then enemypos(2)=enemypos(2)+5
if poly(8,2)<floorheight(poly(8,1),poly(8,2)) then poly(8,2)=poly(8,2)+5
ink 0,0
box enemypos(1)-15-screen#(1),enemypos(2)-15+45,enemypos(1)+15-screen#(1),enemypos(2)+15+45
endfunction
function enemypoly()
for t = 0 to poly(9,2)-1
poly(t,1)=newxvalue(poly(8,1),t*(360/poly(9,2))+poly(9,1),20)
poly(t,2)=newzvalue(poly(8,2),t*(360/poly(9,2))+poly(9,1),20)
next t
if poly(9,2)>3 and ABS(poly(8,1)-player(1))<4 then goto skippolyturn
if poly(9,2)>3 and poly(8,1)>player(1) then poly(9,1)=poly(9,1)+2
if poly(9,2)>3 and poly(8,1)<player(1) then poly(9,1)=poly(9,1)-2
skippolyturn:
if poly(9,2)<3.5 then poly(9,1)=180
for t = 0 to poly(9,2)-1
ink rgb(150,150,150),0
if t=poly(9,2)-1 then line poly(t,1)-screen#(1),poly(t,2)+40,poly(t-(poly(9,2)-1),1)-screen#(1),poly(t-(poly(9,2)-1),2)+40:goto skippoly
line poly(t,1)-screen#(1),poly(t,2)+40,poly(t+1,1)-screen#(1),poly(t+1,2)+40
ink 0,0
circle poly(8,1)-screen#(1),poly(8,2)+40,1
next t
skippoly:
endfunction
function drawbullet(PosX, PosY, Typ)
if Typ=1
ink 0,0
box PosX-10-screen#(1),PosY-3,PosX+10-screen#(1),PosY+3
endif
if Typ=2
ink 0,0
box PosX-10-screen#(1),PosY-3,PosX+10-screen#(1),PosY+3
box PosX-3-screen#(1),PosY-10,PosX+3-screen#(1),PosY+10
endif
endfunction
function shooting()
bullets(8,1)=bullets(8,1)-1
if keystate(12)=1 and bullets(8,1)<0
for t = 0 to 7 step 2
if bullets(t,1)=0
bullets(t,1)=player(1)
bullets(t,2)=player(2)+25
bullets(t,3)=player(4)
bullets(8,1)=30
bullets(t,4)=1
goto skipshoot
endif
next t
skipshoot:
endif
if keystate(13)=1 and bullets(8,1)<0
for t = 1 to 7 step 2
if bullets(t,1)=0
bullets(t,1)=player(1)
bullets(t,2)=player(2)+25
bullets(t,3)=player(4)
bullets(8,1)=30
bullets(t,4)=2
goto skipshoot2
endif
next t
skipshoot2:
endif
for t = 0 to 7
if bullets(t,1)>0 then bullets(t,1)=bullets(t,1)+bullets(t,3)*8:drawbullet(bullets(t,1),bullets(t,2),bullets(t,4))
if bullets(t,1)>player(1)+500 then bullets(t,1)=0
if bullets(t,1)<player(1)-500 then bullets(t,1)=0
next t
endfunction
function enemyhit?()
for b = 0 to 7
if ABS(enemypos(1)-bullets(b,1))<60 and ABS((enemypos(2)+45)-bullets(b,2))<60 then enemypos(2)=900:bullets(b,1)=0
if ABS(poly(8,1)-bullets(b,1))<60 and ABS((poly(8,2)+45)-bullets(b,2))<60 and poly(8,2)>10
poly(9,2)=poly(9,2)-1
bullets(b,1)=0
if poly(9,2)<3 then poly(9,2)=8:poly(8,2)=-10
endif
next b
endfunction
function tramp()
ink 0,0
line tramp#(1)-screen#(1),tramp#(2),newxvalue(tramp#(1),(tramp#(3)+tramp#(5)),80)-screen#(1),newzvalue(tramp#(2),(tramp#(3)+tramp#(5)),80)
line tramp#(1)-screen#(1),tramp#(2),tramp#(1)-80-screen#(1),tramp#(2)
for t = 0 to 5
startx#=newxvalue(tramp#(1),90+(270-(tramp#(3)+tramp#(5)))/6*t,70)
startx#=tramp#(1)+(tramp#(1)-startx#)
starty#=newzvalue(tramp#(2),90+(270-(tramp#(3)+tramp#(5)))/6*t,70)
endx#=newxvalue(tramp#(1),90+(270-(tramp#(3)+tramp#(5)))/6*(t+1),70)
endx#=tramp#(1)+(tramp#(1)-endx#)
endy#=newzvalue(tramp#(2),90+(270-(tramp#(3)+tramp#(5)))/6*(t+1),70)
ink rgb(180,180,180),0
line startx#-screen#(1),starty#,endx#-screen#(1),endy#
center text tramp#(1)-80-screen#(1),tramp#(2)-10,"arc"
next t
if ABS(player(1)-(tramp#(1)-20))<40 and ABS(player(2)-(tramp#(2)-40))<40 and player(6)<0 then tramp#(4)=1:player(6)=35:player(7)=0:player(8)=(270-tramp#(3))/4:tramp#(6)=1
if tramp#(6)=1 and player(2)=floorheight(player(1),player(2)) then tramp#(6)=0
if tramp#(4)>0 then tramp#(4)=tramp#(4)+8
if tramp#(4)>180 then tramp#(4)=0
tramp#(5)=sin(tramp#(4))*10
for b = 0 to 7
if b=0 or b=2 or b=4 or b=6
if ABS(tramp#(1)-bullets(b,1))<60 and ABS(tramp#(2)-bullets(b,2))<60 and bullets(b,1)>10 and 270-tramp#(3)>10
tramp#(3)=tramp#(3)+10:bullets(b,1)=0
endif
endif
if b=1 or b=3 or b=5 or b=7
if ABS(tramp#(1)-bullets(b,1))<60 and ABS(tramp#(2)-bullets(b,2))<60 and bullets(b,1)>10 and 270-tramp#(3)<50
tramp#(3)=tramp#(3)-10:bullets(b,1)=0
endif
endif
next b
endfunction
(Controls ==> Arrow keys, +, - & 0)
It's a game I was making a while ago but gave up on and I think Scorched Earth would look cool in that stylee because a lot of it is about the maths of the missile and stuff.
You could have it draw out the path the missile takes because it would be a perect parabola.
Put those little labels everywhere that give the equations of the graphs, they're mental.
Whatever you do, make sure it is different so it stands out. Go 2D because it is just waaaaay cooler. It is so much easier to make a game look good in 2D than 3D.