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Bland Space Invaders.. Blog
7th August 2021
This week's SmileBASIC game is currently an incredibly bland looking Space Invaders clone.

-=-=-

I coded the majority of the game in a couple of hours, last night.
You. Enemy. Bullets. Bangs. Background. Stars. Player Two. Job done.
I've even balanced the baddies weapons enough to make a decent enough game.

*shrugs*

It is what it is, I guess.
I'd love to be able to add something interesting into the mix, but .. My mind's gone completely blank at this point.

Too much coding, perhaps?!
Maybe.

I also can't think of anything interesting to do for the LowRezJam other than the obvious SpikeDislike in 64x64 pixels.
Bah, humbug.

Maybe I need to have a retro gaming session, and pinch some fresh/old ideas for a bit...?
Yeah, I might go and do that.
To the GPDxd!!

// SpikeDislike 64x64 // by Jayenkai // Created 2021/4/13, tweaked 2014/8/1 Symbol 0,"0__20!203044030,30030,404404004044040,30030,304403020!2"; Symbol 1,"0__0_0_0AA0?A9BB0.ABBC0?BC"; Symbol 2,"0__0_0_40040?440!440?4004"; Border 30,30,80 Graphics 64,64, 3 // Where 0 is tiny // 1 is scaled mathematically // 2 is also scaled mathematically, but made to fit your screen better // 3 is pixel scaled AA Off SetFont "Cabaret" Dim Spike(20) Dim SpikePos(20) Dim BallGhost(50) Dim flies(10,10) FlyTo=0 Highscore=0 if FileExists==1 LoadFile Highscore=ReadFile(1) endif Gosub Restart Repeat Button=Gamepad(ButtonA) or Gamepad(ButtonB) or Gamepad(ButtonRight)>0 or MouseDown() if Button==0 then bdis=0 If Ingame==0 then Gosub Menu If Ingame==1 then Gosub Game Flip Forever @Menu SetFont "ZX" JMStop if Score>Highscore then Highscore=Score:WriteFile 1,Highscore:SaveFile ResetDraw DrawImg ScreenWidth*0.5,ScreenHeight*0.5,0,0 ResetDraw SetFontSize 8 SetCol 0,96,0 Rect 0,(ScreenHeight()-6),ScreenWidth(),6 SetCol 80,40,0 Rect 0,(ScreenHeight()-4),ScreenWidth(),4 SetCol 255,255,255 Text ScreenWidth()*0.5,ScreenHeight()-3,Highscore,1 if Button==1 and bdis==0 then Gosub Restart Return @Restart Passed=0 Score=0 Combo=0 ComboTick=0 SuperCombo=0 Gap=360 Speed=0.6 Bounce=3.5 BounceRot=0 SpikesMade=0 BNoise=0 Delta=1 SpikeScroll=640 Ingame=1 bdis=1 For n=0 to 10 SeedRnd SpikesMade Spike(n)=Rand(0,7) SpikesMade=SpikesMade+1 SpikePos(n)=SpikesMade flies(n,0)=0 next flyto=0 JMTrackr 120,"C16E16G16<C16>C16E16G16<C16>C16E16G16<C16C32r32>G32r32E32r32G32r32C16E16G16<C16>C16E16G16<C16>C16E16G16<C16C8r8|>G8r16<C16r4>G8r16<C16r4G8r16E16r4C8r16E16r4|r8E16E16r4r8G16G16r4r8E16E16C16r4r16C16E16C16r16>G16r16|r8C16E16G16r16A16G16E16r2r16C16E16G16E16C16r2r16|r1|[d]|C8G+8C8G+8C8G+8C8G+8C8G+8C8G+8C8G+8C16G+8G+16|C8G+8D8G+16D16C8G+8D8G+8C8G+8D8G+16D16C16D16C16G+16D8D16D16|C4C4C4C4C4C4C4C8C8|r1|" return @Game CLS;ResetDraw if Button<0.5 then SuperCombo=0 dx=0 if Button>0.5 and bdis==0 then dx=Neg(-16) SpikeScroll=SpikeScroll+dx SetRot 0 was=Abs(Sin(BounceRot) * (32)) BounceRot=BounceRot+(Bounce*Delta) is=Abs(Sin(BounceRot) * (32)) if is<was then BNoise=0 if is>was and BNoise==0 then PlaySFX("Beeper_Jingle_Up",1):BNoise=1 dead=0 ComboTick=ComboTick-2.5 if ComboTick<0 and Combo>0 then PlaySFX("Beeper_2tone_Down"):Combo=0:SuperCombo=0 endif //endif SetAlpha 0.5 SetCol 100,250,100 if ComboTick>0 then Rect ScreenWidth/2,4,Floor(ComboTick*0.2),4,1 SetAlpha 1 SetCol 0,96,0 Rect 0,(ScreenHeight()-6),ScreenWidth(),6 SetCol 80,40,0 Rect 0,(ScreenHeight()-4),ScreenWidth(),4 SetSize 0.25 for n=0 to 18 BallGhost(n)=BallGhost(n+1)+dx*0.1 BallGhost(n+30)=BallGhost(n+31) if n % 2==0 SetAlpha n/30 DrawImg Floor(BallGhost(n)),Floor(BallGhost(n+30)),1,0; endif next SetAlpha 1 DrawImg 4,Floor((ScreenHeight()-6)-is),1,0; px=4;py=((ScreenHeight()-6)-is); BallGhost(19)=px:BallGhost(49)=py; if SpikeScroll<0-Gap For n=0 to 10 h=Spike(n+1) Spike(n)=h h=SpikePos(n+1) SpikePos(n)=h Next SeedRnd SpikesMade Spike(10)=Rand(0,7) SpikesMade=SpikesMade+1 SpikePos(10)=SpikesMade SpikeScroll=SpikeScroll+Gap endif SetSize 0.25 // Draw Spikes For n=0 to 10 x=((Gap*n)+SpikeScroll)*0.1 h=Spike(n) y=(ScreenHeight()-9)-(h*4) DrawImg(Floor(x),Floor(y),2,h) h=SpikePos(n); d=Pyth(x,y,px,py) if d<4 then dead=1 if x<74 and h>Passed then Passed=h if h>2 then Combo=Combo+1 ComboTick=160 SuperCombo=SuperCombo+1 Score=Score+(Combo*SuperCombo) pitch=((Combo)/20)+1 if SuperCombo<2 then PlaySFX("beeper_2tone_up",pitch) if SuperCombo>1 then PlaySFX("beeper_4tone_up",pitch) endif endif Next ResetDraw:SetFont "CPC" SetFontSize 8 Text ScreenWidth()/2,5,Score,1 If dead==1 then bdis=1:Ingame=0:PlaySFX("Explode_Low_1"):PlaySFX("Explode_Low_2"):PlaySFX("Beeper_Fall",1.2,1):PlaySFX("Beeper_Fall",0.7,1) Return

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