[BASIC] Dystopia
Moderator: MaxCoderz Staff
I think I found a pretty good way at displaying the textures, but I'd like to see if anyone knows a better way. Heres mine:
ù 's are dont equal signs
I only added that one conditional so overall it would display the empty spaces much faster than usual.
Hmm, now that I think about it, trees seem to cheery (THEYRE GONE!)
Code: Select all
ClrHome
ClrDraw
FnOff
AxesOff
0->Xmin
94->Xmax
-62->Ymin
0->Ymax
For(A,12,1,-1
For(B,1,15
Text(5A-4,6B-3,"
If [A](A,B
Then
For(C,1,6
Text(5A-4,6B-4+C,sub(" OOOOOOù*ù*ù*XY/XXXC))))C ùBù <(*(< (X( ",6[A](A,B)+C,1
End
End
End
Line(92,-2,92,-61,0
Line(93,-2,93,-61,0
End
I only added that one conditional so overall it would display the empty spaces much faster than usual.
Hmm, now that I think about it, trees seem to cheery (THEYRE GONE!)
Lol I actually just noticed that!DarkAuron wrote:Nifty, although those are pretty short buildings
I'll make them larger in the final version (or maybe I'll call this some small district outside the large city where you live)
BTW, in the final game I'll offer 3 versions (based on the BASIC installer file):
1. No pics: plain text title screen, levels are drawn with line routines.
2. 1 Pic: Title pic only, rest with line drawing
3. All pics: Each level is drawn ahead of time and stored as your pics when you install the game. If your pics are ever overridden, you would have to reinstall the game.
The benefits of the pic version is that the levels load even faster, and it takes up less memory (to type the data for the line-drawing routine takes up about 1kb, pics .7
I think I'm actually going to use labels on this one, just to keep the repeat loop that moves your guy around as quick as possible at the expense of a little time loading a prompt or a message. Although if I didn't and kept it as an if-then inside the movement loop it would still be pretty quick since there are almost no conditionals.