Author Topic: Scrolling Shoot 'em Up  (Read 6492 times)

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Offline bikemadness

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Scrolling Shoot 'em Up
« on: May 02, 2011 »
Yes, everyone has done one of these.

I didn't want to post until I could show
collisions, explosions and bonuses.

At nearly 300 lines, it was almost too
much for me to keep track of it all.

Should have put a clever start title up.
Oh well . . .

Code: [Select]
open window 640,512
clear window
label main
rem game setup
bonus1=0
bonus2=0
score=0
fire=0
en=0
sbomb=0
bullet=-6
stars=100
dim xstar(stars),ystar(stars)
dim r(stars),g(stars),b(stars)
for a=1 to stars
xstar(a)=int(ran(540))+20
ystar(a)=int(ran(510))
r(a)=ran(156)+100
g(a)=ran(156)+100
b(a)=ran(156)+100
next a
bullets=6
dim bulletx(bullets),bullety(bullets),fire(bullets)
for a=1 to bullets
bulletx(a)=shipx
bullety(a)=shipy-15
fire(a)=0
next a
shipx=320
shipy=510
ships=10
enemy=10
dim enx(enemy),eny(enemy),enm(enemy)
dim blow(enemy),go1(enemy),explode(enemy)
dim explosionx(enemy),explosiony(enemy)
for b=1 to enemy
enx(b)=int(ran(27))*20+20
eny(b)=ran(512)-500
enm(b)=ran(.15)+.07
blow(b)=0
go1(b)=0
explode(b)=0
next b
enfire=2
enbullety=eny(enfire)
enbulletx=enx(enfire)
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
setrgb 1,50,50,50
setrgb 2,50,50,50
setrgb 3,50,50,250
gtriangle 0,0 to 580,0 to 580,512
setrgb 2,50,50,250
gtriangle 0,0 to 580,512 to 0,512
for a=1 to stars
setrgb 1,r(a),g(a),b(a)
fill circle xstar(a),ystar(a),1.2
ystar(a)=ystar(a)+.25
if ystar(a)>512 ystar(a)=0
next a
c=peek("port1")
rem ship movement
if and(c,128)>0 shipx=shipx-5
if and(c,32)>0 shipx=shipx+5
if shipx<10 shipx=10
if shipx>570 shipx=570
rem ship remove after hit
shipy=shipy-1
if shipy<510 shipy=510
rem bullet fire and reset
go=go+1
if go>7 go=7
for a=1 to bullets
if and(c,16384)>0 and go=7 and fire(a)=0 then
go=0
shipy=518
fire(a)=1
endif
if fire(a)=1 bullety(a)=bullety(a)-10
if bullety(a)<0 bullet=bullet+1
if bullety(a)<0 and shipy=510 then
bonus1=0
fire(a)=0
bullety(a)=shipy-15
endif
if fire(a)=0 bulletx(a)=shipx

for b=1 to enemy
rem enemy fire
if enbullety>520 then
enfire=int(ran(b))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
endif
enbullety=enbullety+.03
rem suicide explosion
if eny(b)>509 and eny(b)<512 then
setrgb 1,250,250,250
fill circle enx(b),508,28
setrgb 1,250,0,0
fill circle enx(b),508,25
endif
rem ship/enemy collision
if abs(enx(b)-shipx)<38 and eny(b)>490 and eny(b)<492 then
eny(b)=0
ships=ships-1
shipy=600
fire(a)=1
setrgb 1,250,250,250
fill circle enx(b),508,30
setrgb 1,50,50,250
fill circle enx(b),508,27
endif
rem enemy reset
if eny(b)>512 then
eny(b)=0
enx(b)=int(ran(27))*20+20
endif
rem ship bullet/enemy collision
rem bonuses:
rem 10 sequential hits - extra ship
rem 3 of any 10 hits - one smart bomb
rem smart bomb takes out screen enemy
if bulletx(a)>enx(b)-8 and bulletx(a)<enx(b)+8 and bullety(a)>eny(b) and bullety(a)<eny(b)+22 then
en=en+1
bullet=bullet+1
score=score+int(100*enm(b))
rem extra ships
bonus1=bonus1+1
if bonus1>10 bonus1=0
if bonus1=10 ships=ships+1
if bonus1=10 bonus2=bonus2+1
rem enemy reset
eny(b)=0
enx(b)=int(ran(27))*20+20
rem bullet reset
fire(a)=0
bullety(a)=shipy-15
endif
rem enemy explosion
if bulletx(a)>enx(b)-8 and bulletx(a)<enx(b)+8 and bullety(a)>eny(b) and bullety(a)<eny(b)+30 blow(b)=1
if blow(b)=1 then
go1(b)=1
explode(b)=explode(b)+go1(b)
endif
if explode(b)>20 then
go1(b)=0
explode(b)=0
blow(b)=0
endif
if blow(b)=0 then
explosionx(b)=enx(b)
explosiony(b)=eny(b)+11
endif
setrgb 1,250,250,250
fill circle explosionx(b),explosiony(b),explode(b)+3
setrgb 1,0,256,0
fill circle explosionx(b),explosiony(b),explode(b)
rem enemy movement
eny(b)=eny(b)+enm(b)
flame=flame+.1
if flame>30 flame=6
rem enemy ships
setrgb 1,0,250,0
fill triangle enx(b)-8,eny(b) to enx(b)+8,eny(b) to enx(b),eny (b)+22
setrgb 1,250,125,20
fill triangle enx(b)-4,eny(b) to enx(b)+4,eny(b) to enx(b),eny (b)-flame
rem smart bomb
if bonus1=10 bonus2=bonus2+1
if bonus2=3 sbomb=sbomb+1
if and(c,4096)>0 and enx(b)>0 and bonus2=3 then
setrgb 1,256,256,256
fill circle enx(b),eny(b)+11,25
setrgb 1,0,256,0
fill circle enx(b),eny(b)+11,22
x(b)=int(ran(27))*20+20
y(b)=ran(510)-500
sbomb=sbomb-1
bonus2=0
endif
next b
next a
rem heads up display
setrgb 1,250,250,250
line 579,0 to 579,512
setrgb 1,200,200,0
fill rectangle 580,0 to 640,512
setrgb 1,0,0,0
text 580,20," GAME"
text 580,40,"SCORE:"
text 580,60,str$(score)
text 580,100,"SHIPS"
text 580,120,"LEFT:"
text 580,140,str$(ships)
text 580,180,"BONUS:"
text 580,200,"COUNT"
text 580,220,str$(bonus1)
text 610,220,str$(bonus2)
setrgb 1,256,0,0
text 580,230,"10"
text 610,230,"3"
setrgb 1,0,0,0
text 580,260,"ENEMYS"
text 580,280," SHOT:"
text 580,300,str$(en)
text 580,340,"SHOTS"
text 580,360," USED"
text 580,380,str$(bullet)
text 580,420,"SMART"
text 580,440,"BOMBS"
text 580,460,str$(sbomb)
rem game display
setrgb 1,250,250,250
rem ship bullet/enemy bullet collision
for a=1 to bullets
fill rectangle bulletx(a)-2,bullety(a)-5 to bulletx(a)+2,bullety(a)+5
if bulletx(a)>enbulletx-2 and bulletx(a)<enbulletx+2 and  bullety(a)>enbullety-3 and bullety(a)<enbullety+3 then
ship=ship+1
setrgb 1,256,256,256
fill circle enbulletx,enbullety,15
setrgb 1,100,100,100
fill circle enbulletx,enbullety,12
bulletx(a)=shipx
bullety(a)=shipy-15
enfire=int(ran(a))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
endif
next a
fill rectangle enbulletx-2,enbullety-3 to enbulletx+2,enbullety  +3
setrgb 1,256,130,0
fill triangle shipx-10,shipy to shipx+10,shipy to shipx,shipy-30
rem enemy bullet collision
if enbulletx>shipx-10 and enbulletx<shipx+10 and enbullety>shipy-30 then
ships=ships-1
enfire=int(ran(a))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
setrgb 1,250,250,250
fill circle shipx,shipy-15,40
setrgb 1,250,125,0
fill circle shipx,shipy-15,35
shipy=600
fire=1
endif
if ships=0 gosub gameend
until (1=0)

label gameend
open window 640,512
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
setrgb 1,256,256,256
rectangle 200,200 to 440,312
text 220,260,"YOUR SCORE WAS "+str$(score)
setrgb 1,255,0,0
text 230,235," G A M E O V E R"
setrgb 1,0,255,0
text 230,285,"press X to restart"
c=peek("port1")
until (and(c,16384)>0)
gosub main

I think it needs some optimizing.

Have a Yahappy day.
I don't know what is wrong with the world - but I know how to fix it.

Offline Shockwave

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Re: Scrolling Shoot 'em Up
« Reply #1 on: May 02, 2011 »
That's pretty cool Bikemadness :) 

Nice that you have all that going on and I like the explosions.
Shockwave ^ Codigos
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Offline bikemadness

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Re: Scrolling Shoot 'em Up
« Reply #2 on: May 03, 2011 »
Thanks. 
It's the first time I've used notes.
Even the enemies bullets can be shot. Which gives an extra ship.
I had other ideas.
Like saving parachuting enemy men. Or not.
I have a line or two of program for that.
Have a Yahappy day.
I don't know what is wrong with the world - but I know how to fix it.

Offline rain_storm

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Re: Scrolling Shoot 'em Up
« Reply #3 on: May 04, 2011 »
That's effin sweet, looks the bomb too.

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Offline Wenlock

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Re: Scrolling Shoot 'em Up
« Reply #4 on: May 09, 2011 »
Looks cool, can't wait to to get it typed on the PS3.

I've done YAPOKER and am 1/4 way through FREECELL.

YABASIC roolz!
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Offline Shockwave

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Re: Scrolling Shoot 'em Up
« Reply #5 on: May 09, 2011 »
Hehe, good to know that you are still typing in the listings!
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Offline bikemadness

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Re: Scrolling Shoot 'em Up
« Reply #6 on: May 14, 2011 »
I've done a bit more work.

There is now 400 lines.

Has a title screen.

And DON'T shoot the parachute.

Code: [Select]
open window 640,512
label main
pause.25
clear window
shoot=0
bullx=herox
bully=heroy-10
herox=190
heroy=300
'a$="PLAYTHEGAME!"
'a$="PRISONEROFWAR"
a$="SAVETHEHOSTAGES"
nos=len(a$)
gap=240/nos
dim x(nos),y(nos)
for a=1 to nos
x(a)=a*gap+185
y(a)=220
next a
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
setrgb 1,256,256,256
rectangle 180,201 to 459,312
herox=herox+.5
if herox>450 herox=190
shoot=0
for a=1 to nos
text x(a),y(a),mid$(a$,a,1)
if herox>x(a)+5 and herox<x(a)+10 shoot=1
next a
heroy=heroy-1
if heroy<300 heroy=300
if shoot=1 then
heroy=304
bully=bully-8
endif
if shoot=0 then
bully=heroy-10
bullx=herox
endif
for a=1 to nos
y(a)=y(a)+.5
if y(a)>220 y(a)=220
if bullx>x(a) and bullx<x(a)+10 and bully<y(a)+10 then
setrgb 1,256,256,256
fill circle x(a)+5,y(a)-2,12
setrgb 1,256,0,0
fill circle x(a)+5,y(a)-2,10
endif
if herox>x(a)+5 and herox<x(a)+10 and bully<y(a) y(a)=160
next a
setrgb 1,0,0,0
fill rectangle 180,150 to 460,200
fill rectangle 180,312 to 460,362
fill rectangle 130,150 to 180,362
fill rectangle 460,150 to 510,362
setrgb 1,256,256,256
fill rectangle bullx-1,bully-2 to bullx+1,bully+2
setrgb 1,256,128,0
fill triangle herox-5,heroy to herox+5,heroy to herox,heroy-18
if hiscore>0 then
setrgb 1,256,256,0
text 230,335,"high score is "+str$(hiscore)
endif
setrgb 1,0,150,0
text 235,355,"press X to start"
setrgb 1,256,0,0
text 245,180,"H O S T A G E !"
c=peek("port1")
until (and(c,16384)>0)
rem game setup
score=0
bonus1=0
bonus2=0
fire=0
en=0
sbomb=0
bullet=-6
stars=100
dim xstar(stars),ystar(stars)
dim r(stars),g(stars),b(stars)
for a=1 to stars
xstar(a)=int(ran(540))+20
ystar(a)=int(ran(510))
r(a)=ran(156)+100
g(a)=ran(156)+100
b(a)=ran(156)+100
next a
bullets=6
dim bulletx(bullets),bullety(bullets),fire(bullets)
for a=1 to bullets
bulletx(a)=shipx
bullety(a)=shipy-15
fire(a)=0
next a
shipx=320
shipy=510
ships=10
enemy=10
dim enx(enemy),eny(enemy),enm(enemy)
dim blow(enemy),go1(enemy),explode(enemy)
dim explosionx(enemy),explosiony(enemy)
for b=1 to enemy
enx(b)=int(ran(27))*20+20
eny(b)=ran(512)-500
enm(b)=ran(.15)+.07
blow(b)=0
go1(b)=0
explode(b)=0
next b
enfire=2
enbullety=eny(enfire)
enbulletx=enx(enfire)
para=0
parachutex=enx(enfire)
parachutey=enx(enfire)
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
setrgb 1,50,50,50
setrgb 2,50,50,50
setrgb 3,50,50,250
gtriangle 0,0 to 580,0 to 580,512
setrgb 2,50,50,250
gtriangle 0,0 to 580,512 to 0,512
for a=1 to stars
setrgb 1,r(a),g(a),b(a)
fill circle xstar(a),ystar(a),1.2
ystar(a)=ystar(a)+.25
if ystar(a)>512 ystar(a)=0
next a
c=peek("port1")
rem ship movement
if and(c,128)>0 shipx=shipx-5
if and(c,32)>0 shipx=shipx+5
if shipx<10 shipx=10
if shipx>570 shipx=570
rem ship remove after hit
shipy=shipy-1
if shipy<510 shipy=510
rem bullet fire and reset
go=go+1
if go>7 go=7
for a=1 to bullets
if and(c,16384)>0 and go=7 and fire(a)=0 then
go=0
shipy=518
fire(a)=1
endif
if fire(a)=1 bullety(a)=bullety(a)-10
if bullety(a)<0 bullet=bullet+1
if bullety(a)<0 and shipy=510 then
bonus1=0
fire(a)=0
bullety(a)=shipy-15
endif
if fire(a)=0 bulletx(a)=shipx

for b=1 to enemy
rem enemy fire
if enbullety>520 then
enfire=int(ran(b))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
endif
enbullety=enbullety+.03
if bulletx(a)>enx(enfire)-8 and bulletx(a)<enx(enfire)+8 and bullety(a)>eny(enfire) and bullety(a)<eny(enfire)+60 para=1
if para=1 then
setrgb 1,256,256,256
fill circle parachutex,parachutey,10
setrgb 1,0,0,parachutey/2
fill rectangle parachutex-10,parachutey to parachutex+10,parachutey+10
setrgb 1,256,256,256
fill rectangle parachutex-1,parachutey+15 to parachutex+1,parachutey+20
line parachutex,parachutey+15 to parachutex-10,parachutey
line parachutex,parachutey+15 to parachutex+10,parachutey
line parachutex,parachutey+15 to parachutex-4,parachutey
line parachutex,parachutey+15 to parachutex+4,parachutey
parachutey=parachutey+.05
endif
if parachutey>512 then
para=0
parachutex=enx(enfire)
chute=chute+1
endif
if para=0 parachutey=eny(enfire)+11
rem ship/parachute/bullet collision here
'if parachutex>shipx-10 and parachutex<shipx-2 and parachutey>shipy-20 and parachute<shipy-20 chute=chute+1
if bulletx(a)>parachutex-10 and bulletx(a)<parachutex+10 and bullety(a)>parachutey-10 and bullety(a)<parachutey then
setrgb 1,256,256,256
fill circle parachutex,parachutey,50
setrgb 1,128,128,256
fill circle parachutex,parachutey,45
setrgb 1,0,0,0
text 200,255,"DON'T SHOOT THE PARACHUTE"
gosub gameend
endif
rem suicide explosion
if eny(b)>509 and eny(b)<512 then
setrgb 1,250,250,250
fill circle enx(b),508,28
setrgb 1,250,0,0
fill circle enx(b),508,25
endif
rem ship/enemy collision
if abs(enx(b)-shipx)<38 and eny(b)>490 and eny(b)<492 then
eny(b)=0
ships=ships-1
shipy=600
'fire(a)=1
'bulletx(a)=shipx
'bullety(a)=shipy-15
setrgb 1,250,250,250
fill circle shipx,508,30
setrgb 1,50,50,250
fill circle shipx,508,27
endif
rem enemy reset
if eny(b)>512 then
eny(b)=0
enx(b)=int(ran(27))*20+20
endif
rem ship bullet/enemy collision
rem bonuses:
rem 10 sequential hits - extra ship
rem 3 of any 10 hits - one smart bomb
rem smart bomb takes out screen enemy
if bulletx(a)>enx(b)-8 and bulletx(a)<enx(b)+8 and bullety(a)>eny(b) and bullety(a)<eny(b)+22 then
en=en+1
bullet=bullet+1
score=score+int(100*enm(b))
rem extra ships
bonus1=bonus1+1
if bonus1>10 bonus1=0
if bonus1=10 ships=ships+1
if bonus1=10 bonus2=bonus2+1
rem enemy reset
eny(b)=0
enx(b)=int(ran(27))*20+20
rem bullet reset
fire(a)=0
bullety(a)=shipy-15
endif
rem enemy explosion
if bulletx(a)>enx(b)-8 and bulletx(a)<enx(b)+8 and bullety(a)>eny(b) and bullety(a)<eny(b)+30 blow(b)=1
if blow(b)=1 then
go1(b)=1
explode(b)=explode(b)+go1(b)
endif
if explode(b)>20 then
go1(b)=0
explode(b)=0
blow(b)=0
endif
if blow(b)=0 then
explosionx(b)=enx(b)
explosiony(b)=eny(b)+11
endif
setrgb 1,250,250,250
fill circle explosionx(b),explosiony(b),explode(b)+3
setrgb 1,0,256,0
fill circle explosionx(b),explosiony(b),explode(b)
rem parachute drop here?
rem enemy movement
eny(b)=eny(b)+enm(b)
flame=flame+.1
if flame>30 flame=6
rem enemy ships
setrgb 1,0,250,0
fill triangle enx(b)-8,eny(b) to enx(b)+8,eny(b) to enx(b),eny (b)+22
setrgb 1,250,125,20
fill triangle enx(b)-4,eny(b) to enx(b)+4,eny(b) to enx(b),eny (b)-flame
rem smart bomb
if bonus1>10 bonus2=bonus2+1
if bonus2=3 sbomb=sbomb+1
if bonus2=3 bonus2=0
if and(c,4096)>0 and eny(b)>0 and sbomb>0 then
score=score+int(100*enm(b))
setrgb 1,256,256,256
fill circle enx(b),eny(b)+11,25
setrgb 1,0,256,0
fill circle enx(b),eny(b)+11,22
enx(b)=int(ran(27))*20+20
eny(b)=ran(510)-500
bonus2=0
endif
if sbomb<0 sbomb=0
next b
next a
bmb=bmb+1
if bmb>10 bmb=10
if and(c,4096)>0 and bmb=10 then
sbomb=sbomb-1
bmb=0
endif
if sbomb<0 sbomb=0
if score>hiscore hiscore=score
if chute>hichute hichute=chute
rem heads up display
setrgb 1,250,250,250
line 579,0 to 579,512
setrgb 1,200,200,0
fill rectangle 580,0 to 640,512
setrgb 1,0,0,0
text 580,20," GAME"
text 580,35,"SCORE:"
text 580,50,str$(score)
text 580,80,"HIGH"
text 580,95,"SCORE:"
text 580,110,str$(hiscore)
text 580,140,"SHIPS"
text 580,155,"LEFT:"
text 580,170,str$(ships)
text 580,200,"BONUS"
text 580,215,"COUNT:"
text 580,230,str$(bonus1)
text 610,230,str$(bonus2)
setrgb 1,256,0,0
text 580,240,"10"
text 610,240,"3"
setrgb 1,0,0,0
text 580,280,"ENEMYS"
text 580,295," SHOT:"
text 580,310,str$(en)
text 580,350,"SHOTS"
text 580,365,"USED:"
text 580,380,str$(bullet)
text 580,420,"SMART"
text 580,435,"BOMBS"
text 580,450,str$(sbomb)
text 580,480,"PEOPLE"
text 580,495,"SAVED"
text 580,510,str$(chute)
rem game display
setrgb 1,250,250,250
rem ship bullet/enemy bullet collision
for a=1 to bullets
fill rectangle bulletx(a)-2,bullety(a)-5 to bulletx(a)+2,bullety(a)+5
if bulletx(a)>enbulletx-2 and bulletx(a)<enbulletx+2 and  bullety(a)>enbullety-3 and bullety(a)<enbullety+3 then
ship=ship+1
setrgb 1,256,256,256
fill circle enbulletx,enbullety,15
setrgb 1,100,100,100
fill circle enbulletx,enbullety,12
bulletx(a)=shipx
bullety(a)=shipy-15
enfire=int(ran(a))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
endif
next a
fill rectangle enbulletx-2,enbullety-3 to enbulletx+2,enbullety  +3
setrgb 1,256,130,0
fill triangle shipx-10,shipy to shipx+10,shipy to shipx,shipy-30
rem enemy bullet collision
if enbulletx>shipx-10 and enbulletx<shipx+10 and enbullety>shipy-30 then
ships=ships-1
enfire=int(ran(a))+1
enbullety=eny(enfire)
enbulletx=enx(enfire)
setrgb 1,250,250,250
fill circle shipx,shipy-15,40
setrgb 1,250,125,0
fill circle shipx,shipy-15,35
shipy=600
fire=1
endif
if ships=0 gosub gameend
until (1=0)

label gameend
open window 640,512
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
setrgb 1,256,256,256
rectangle 200,185 to 440,312
text 220,230,"most men saved: "+str$(hichute)
text 220,245," HIGH SCORE IS "+str$(hiscore)
text 220,260,"YOUR SCORE WAS "+str$(score)
setrgb 1,255,0,0
text 230,215," G A M E O V E R"
setrgb 1,0,255,0
text 230,285,"press X to restart"
c=peek("port1")
until (and(c,16384)>0)
gosub main

I think I'm finished with it now.
Have a Yahappy day.
I don't know what is wrong with the world - but I know how to fix it.

Offline rain_storm

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    • org_100h
Re: Scrolling Shoot 'em Up
« Reply #7 on: May 14, 2011 »
Nice work! I have been mighty tempted to dust off the emulator and get stuck into something myself having watched this.

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Offline Galileo

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Re: Scrolling Shoot 'em Up
« Reply #8 on: September 04, 2014 »
Fantastic!  :clap:  :clap:  :clap:

Offline aston

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Re: Scrolling Shoot 'em Up
« Reply #9 on: April 06, 2021 »
Hello
I dont know why i receive message error with "vm" in this program?
for which version of Yabasic is made ?..maybe i have wrong one ??

on line 21 or 22

setdrawbuf vm