Fix: I had the same problem testing it at work. Might be video card thing, or some kind of setting. Anyway, just reduced the bitmap from 2048x2048 to 1024x1024 and it's happy now.
Sync On:Sync Rate 30:AutoCam Off:Hide Mouse:Randomize Timer():#Constant BG :Get Image 1,0,0,1023,1023,1:Set Current Bitmap 0:Delete Bitmap 1:Make Object Sphere 5000,2000:Set Object Cull 5000,0:Texture Object 5000,1:Position Object 5000,0,0,0:Set Object Emissive 5000,RGB(255,255,255):Ink Rgb(255,255,255),0
Type Coords x as Float , y as Float , z As Float , EndType:Global Object as Coords:Global Target as Coords:Global Ball as Coords:Global Sticky:Global Score as Integer:Global Lives as Integer:Global Lose as Integer:Make Object Sphere 1001,2
Type Asteroids pos as Coords , rot as Coords , move as Coords , Size as Float , EndType:Dim Asteroid (500) as Asteroids:Do:Make_Stars():Make_Paddle():Position Object 1000,0,-39,70:Troids=5:Score=0:Lives=3
Do:Set Cursor 0,0:Print "Click mouse to launch ball. Move paddle left and right using mouse.":Print "Press any key or mouse button to start game":If Inkey$()<>"" Or Mouseclick()<>0:Exit:Endif:Sync:Loop:Wait 500:Do:For i = 1 to Troids:Make_Asteroid(i,10):Next i:Sticky=1:Do:Total=Move_Asteroids():If Total=0:Exit:Endif:Move_Paddle():Move_Ball1 : Move_Ball2 : Move_Ball3
If Lose=1:Sticky=1:Lives=Lives-1:Endif:If Lives<1:Exit:endif:Set Cursor 0,0:Print "Score: ";Score:Print "Lives: ";Lives:Sync:Loop:If Lives<1:Exit:Endif:Troids=Troids+1:Loop:For i =1 to 500:If Object Exist(i):Delete Object i:Asteroid(i).size=0:Endif:Next i:Loop
#Constant Move_Ball1 :Lose=0:If MouseClick()=1 And Sticky=1:Sticky=0:Ball.x=rnd(100.0)/100.0-.5:Ball.y=1:Endif:If Sticky=1:Return_Object(1000):Position Object 1001,Object.x,Object.y+2,Object.z:ExitFunction:Endif:Move Object Right 1001,Ball.x:Move Object Up 1001,Ball.y:oc=Object Collision(1001,0)
#Constant Move_Ball2 :if oc<501:Return_Object(1001):Return_Target(oc):Position Object 1001,Target.x,Target.y,Target.z:Point Object 1001,Object.x,Object.y,Object.z:Move Object 1001,1.5:Ball.x=Object Position X(1001)-Target.x:Ball.y=Object Position Y(1001)-Target.y:Position Object 1001,Object.x,Object.y,Object.z:Rotate Object 1001,0,0,0:New_Asteroids(oc):Score=Score+1:Endif:If oc=1000:Return_Object(1001):Return_Target(1000):Position Object 1001,Target.x,Target.y,Target.z:Point Object 1001,Object.x,Object.y,Object.z:Move Object 1001,1.5
#Constant Move_Ball3 :Ball.x=(Object Position X(1001)-Target.x)*.8:Ball.y=Object Position Y(1001)-Target.y:Position Object 1001,Object.x+Ball.x,Object.y+Ball.y,Object.z:Rotate Object 1001,0,0,0:Endif:Return_Object(1001):If object.x<-50:Ball.x=Abs(Ball.x):Endif:If object.x>50:Ball.x=Abs(Ball.x)*-1:Endif:If Object.y>40:Ball.y=Abs(Ball.y)*-1:Endif:If Object.y<-45:Lose=1:ExitFunction:Endif:If Abs(Ball.y)<.1 Then If Object.y<0:Ball.y=.1:Else Ball.y=-.1:Endif:Lose=0
Function New_Asteroids(ObjectID):size=Asteroid(ObjectID).Size:Asteroid(ObjectID).Size=0:Return_Object(ObjectID):Delete Object ObjectID:If size=3:ExitFunction:Endif:If Size=10:Size=5:Else Size=3:Endif:For i = 1 to 3:For j=1 to 500:If Asteroid(j).Size=0:Exit:Endif:Next j:Make_Asteroid(j,size):Asteroid(j).pos.x=Object.x:Asteroid(j).pos.y=Object.y:Next i:
EndFunction:Function Make_Asteroid(ObjectID,Size):If Object Exist(ObjectID):Delete Object ObjectID:Endif:For i = 1 to 8:Make Object Sphere ObjectID,1,rnd(3)+3,rnd(3)+3:Make Mesh from Object i,ObjectID:Delete Object ObjectID:Next i:Make Object Sphere ObjectID,.1,1,1:For i = 1 to 8:Add Limb ObjectID,i,i:Offset Limb ObjectID,i,Rnd(100.0)/200.0-.5,Rnd(100.0)/200.0-.5,Rnd(100.0)/200.0-.5:Delete Mesh i:Next i:Scale Object ObjectID,Size*100,Size*100,Size*100:Set Object Collision To Spheres ObjectID:Asteroid(ObjectID).rot.x=rnd(9)-5:Asteroid(ObjectID).rot.y=rnd(9)-5:Asteroid(ObjectID).rot.z=rnd(9)-5:Asteroid(ObjectID).pos.x=rnd(100)-50:Asteroid(ObjectID).pos.y=rnd(60)-10:Asteroid(ObjectID).pos.z=70:Asteroid(ObjectID).move.x=rnd(100.0)/100.0-.5:Asteroid(ObjectID).move.y=rnd(100.0)/100.0-.5
Asteroid(ObjectID).move.z=0:Asteroid(ObjectID).Size=Size:Color Object ObjectID,RGB(118,37,57):Set Object Ambience ObjectID,RGB(149,0,0)
EndFunction:Function Move_Asteroids():Count=0:For i = 1 to 500:If Asteroid(i).Size>0:Count=Count+1:Asteroid(i).pos.x=Asteroid(i).pos.x+Asteroid(i).move.x:Asteroid(i).pos.y=Asteroid(i).pos.y+Asteroid(i).move.y:Asteroid(i).pos.z=Asteroid(i).pos.z+Asteroid(i).move.z:If Asteroid(i).pos.x<-60:Asteroid(i).pos.x=Asteroid(i).pos.x+120:Endif:If Asteroid(i).pos.x>60:Asteroid(i).pos.x=Asteroid(i).pos.x-120:Endif:If Asteroid(i).pos.y<-10:Asteroid(i).move.y=abs(Asteroid(i).move.y):endif
If Asteroid(i).pos.y>50:Asteroid(i).move.y=abs(Asteroid(i).move.y)*-1:Endif:Position Object i,Asteroid(i).pos.x,Asteroid(i).pos.y,Asteroid(i).pos.z:Pitch Object Down i,Asteroid(i).rot.x:Turn Object Right i,Asteroid(i).rot.y:Roll Object Right i,Asteroid(i).rot.z:Endif:Next i
EndFunction Count:Function Make_Stars():If Object Exist(5000):Delete Object 5000:Endif:If Bitmap Exist(1):Delete Bitmap 1:Endif:Create Bitmap 1,1024,1024:Set Current Bitmap 1:Ink 0,0:Box 0,0,1023,1023:For i = 1 to rnd(500)+Rnd(500)+Rnd(500)+Rnd(500)+500:Dot rnd(1023),rnd(1023),Rgb(rnd(55)+200,rnd(55)+200,rnd(55)+200):Next i:BG
EndFunction:Function Make_Paddle():If Object Exist(1000):Delete Object 1000:Endif:Make Object Sphere 1000,1:Make Mesh from Object 1,1000:Delete Object 1000:Make Object Cylinder 1000,1:Scale Object 1000,100,500,100:Roll Object Right 1000,90:Fix Object Pivot 1000:Make Mesh from Object 1000,1000:Delete Object 1000:Make Object 1000,1000,0:Add Limb 1000,1,1:Add Limb 1000,2,1:Offset Limb 1000,1,-2.5,0,0:Offset Limb 1000,2,2.5,0,0:Scale Object 1000,200,200,200:Set Object Collision To Boxes 1000
EndFunction:Function Move_Paddle(): x#=MouseMoveX()*.5:Move Object Right 1000,x#:Return_Object(1000):If Object.x<-52:Position Object 1000,-52,Object.y,Object.z:Endif:If Object.x>52:Position Object 1000,52,Object.y,Object.z:endif
EndFunction:Function Return_Object(ObjectID):Object.x=Object Position X(ObjectID):Object.y=Object Position Y(ObjectID):Object.z=Object Position Z(ObjectID)
EndFunction:Function Return_Target(TargetID):Target.x=Object Position X(TargetID):Target.y=Object Position Y(TargetID):Target.z=Object Position Z(TargetID)
EndFunction
"Droids don't rip your arms off when they lose." -H. Solo
REALITY II