Got it! I now have somewhat of a title screen to launch now.
If it wouldn't be too much to ask if someone could tell me if there is any bugs in this.
Updated project can be downloaded.
I have also made my Mummy(Level_1 Boss) chase after Ed(P1)
rem *************
rem **-Ed GOOF-**
rem *************
rem setup gfx
set display mode 1360,768,32
sync on : sync rate 120
autocam on
SET GLOBAL COLLISION ON
Backdrop On
make light 1
color light 1,100,100,100
position light 1,0,50,400
set light range 1,500
set camera range 5,500000000000000
rem make title sequence
repeat
load image "s1.jpg",5
paste image 5,0,0
set text transparent
set text font "Times New Roman"
set text size 100
center text 680,100,"Welcome to Ed Goof Adventure"
set text size 70
center text 680,384,"PRESS ENTER"
set text size 25
center text 680,700,"© 2011 Austin H Wicker"
sync
until returnkey() = 1
cls
rem Load Screen 1
SET TEXT TRANSPARENT
paste image 5,0,0
set text size 70
center text 640,100,"Level 1: The Mummy's Tomb"
set text size 25
center text 680,250,"Instructions: Escape the Mummy and get to a secure location!"
center text 680,300,"Ed and his buddies were on the way to visit the DarkBASIC Pyramid"
center text 500,320,"And ran into an unpleasant suprise.."
set text size 25
center text 600,650,"Hint: Hiding between objects may increase your chance of surviving"
set text size 40
center text 1200,700,"LOADING...."
sync
wait 8000
cls
rem make a hud
load image "shot.bmp",3
sprite 1,100,500,3
scale sprite 1,50
load image "L1.bmp",4
sprite 2,100,670,4
rem Play a tune
load music "slayer_dance.mid",1
loop music 1
rem Setup scene
load image "sand1.bmp",1
load object "ml.dbo",2
scale object 2,5555,5555,5555
make matrix 1,10000.0,10000.0,25,25
position matrix 1,-5000,0,-5000
prepare matrix texture 1,1,2,2
set matrix texture 1,0,1
update matrix 1
make matrix 2,10000.0,10000.0,25,25
position matrix 2,-5000,0,5000
prepare matrix texture 2,1,2,2
set matrix texture 2,0,1
update matrix 2
rem Load DB Pyramid
load image "pyramid.tga",2
load object "pyramid.dbo",3
scale object 3,5555,5555,5555
texture object 3,2
position object 3,0,0,9000
rotate object 3,90,180,180
Set object collision to boxes 3
rem Load 3D object and append walking data to it
LOAD OBJECT "idle.dbo",1 : APPEND OBJECT "walk.dbo",1,total object frames(1)
SCALE OBJECT 1,250,250,250
YROTATE OBJECT 1,180 : FIX OBJECT PIVOT 1
position object 1,0,0,500
Set object collision to spheres 1
rem Loop 3D object animation from 0 to 20 (idle)
LOOP OBJECT 1,0,20 : SET OBJECT SPEED 1,30
rem Load Mummy (Enemy1)
load image "mummy.dds",7
Load object "h-mummy-move.dbo",9 : Append Object "h-mummy-idle.dbo",9,total object frames(9)
texture object 9,7
scale object 9,10000,10000,10000
yrotate object 9,180 : Fix Object Pivot 9
position object 9,0,0,7000
set object collision to boxes 9
rem Loop Mummy animation from 0 to 20 (idle)
Loop object 9,0,20 : set object speed 9,30
rem set collisions
AUTOMATIC OBJECT COLLISION 2,5,1
AUTOMATIC OBJECT COLLISION 1,5,1
AUTOMATIC CAMERA COLLISION 0,40,1,0
do
rem get mummy to chase ed
point object 9,object position x(1),object position y(1),object position z(1)
move object 9,2.5
rem Position camera to the back of the character
cx#=newxvalue(x#,wrapvalue(a#+180),300)
cz#=newzvalue(z#,wrapvalue(a#+180),300)
cy#=get ground height(1,cx#,cz#)+100.0
position camera cx#,cy#,cz#
rem Point camera at object
SET CAMERA TO OBJECT ORIENTATION 1
rem move player
stage=0
IF LEFTKEY()=1 THEN a#=a#-2.0
IF RIGHTKEY()=1 THEN a#=a#+2.0
a#=wrapvalue(a#)
rem turn player
IF UPKEY()=1 and OBJECT HIT(1,0)=0 THEN x#=NEWXVALUE(x#,a#,6) : z#=NEWZVALUE(z#,a#,6) : stage=1
IF DOWNKEY()=1 and OBJECT HIT(1,0)=0 THEN x#=NEWXVALUE(x#,a#,-6) : z#=NEWZVALUE(z#,a#,-6) : stage=1
rem If character action changes
IF stage<>oldstage
IF stage=0
LOOP OBJECT 1,0,20
SET OBJECT SPEED 1,30
ENDIF
IF stage=1
LOOP OBJECT 1,21,45
SET OBJECT SPEED 1,30
ENDIF
oldstage=stage
ENDIF
rem Update character position and angle
POSITION OBJECT 1,x#,0.0,z#
YROTATE OBJECT 1,a#
sync
loop
Austin H Wicker
http://captainwicker.webs.com/