i suppose you could do it with tiles
like this
rem v.basic 2d tile editor type thing
rem make an image to use for sprite
ink rgb(0,255,0),0
box 0,0,40,40
get image 1,0,0,40,40
cls
rem variable 't' is set to 3 to use in the next bit
t=3
rem making the level
for y=0 to 12
for x=0 to 16
rem reads the data at the bottom of the program
read a
rem if a=1 puts a sprite in the right place on the screen
if a=1
sprite t,x*40,y*40,1
t=t+1
endif
next x
next y
rem marvel at your level
do
loop
rem change some 0's to 1's and vice versa to make new levels
data 0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0
data 0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,1,1,1,0,1,0,0,0,0,0,0,0
data 0,0,0,0,0,1,0,1,0,1,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 1,1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1
data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0,0
data 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
just change the data values cos the tiles are made with sprites you can also use the sprite collision commands to detect collision
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