Alright, im using media tho so you will have to replace those. Long code snippet here:
Rem Project: Egg Thief
Rem Created: 12/3/2005 1:33:46 PM
Rem ***** Main Source File *****
REM Display mode
hide mouse
REM Setup Variables **********************
REM Images
Logo=1
StartImage=2
OptionsSpriteImage=3
QuitSpriteImage=4
StartSelectImage=5
OptionsSelectImage=6
QuitSelectImage=7
CursorImage=8
TileImage=200
REM Sprites
StartSprite=2
OptionsSprite=3
QuitSprite=4
CursorSprite=8
REM Position Variables
LogoX# = -100
PlayerX=350.0
PlayerY=240.0
LevelX#=0.0
LevelY#=0.0
GroundTileX=0
GroundTileY=0
REM Rotation Vars
PlayerAngle# = 0.0
REM Speed Variables
LogoSpeed#=15.0
PlayerSpeed=5.0
REM Player vars
Player=100
PlayerFrame=100
NinjaRunUp=100
NinjaRunDown=121
NinjaRunLeft=142
NinjaRunRight=163
NinjaStartRunUp=100
NinjaStartRunDown=121
NinjaStartRunLeft=142
NinjaStartRunRight=163
Level1=10
REM Level Vars
DIM LevelTile(100,100)
Tile=0
DIM TileType(1000,1000)
REM load images
Load image "Media/Sprites/Menu/Start.bmp",StartImage
Load image "Media/Sprites/Menu/Logo.bmp",Logo
Load image "Media/Sprites/Menu/Options.bmp",OptionsSpriteImage
Load image "Media/Sprites/Menu/Quit.bmp",QuitSpriteImage
Load image "Media/Sprites/Menu/Start Select.bmp",StartSelectImage
Load image "Media/Sprites/Menu/Options Select.bmp",OptionsSelectImage
Load image "Media/Sprites/Menu/Quit Select.bmp",QuitSelectImage
Load image "Media/Sprites/Menu/Cursor.bmp",CursorImage
REM Start menu until begin game equals 1
Repeat
Gosub Menu
Until Start_Game=1
REM Menu Code **************************************
REM ************************************************
Menu:
cls
REM Cursor
Sprite CursorSprite,MouseX(),MouseY(),CursorImage
Scale sprite CursorSprite,50
Set sprite priority CursorSprite,1
REM Paste the Logo image in the middle
Sprite Logo,LogoX#,0,Logo
If LogoX#<150.0 then Inc LogoX#,LogoSpeed#
If LogoSpeed#>1 then Dec LogoSpeed#,.5
REM Start Game Sprite
Sprite StartSprite,60, 150,StartImage
REM Options Sprite
Sprite OptionsSprite,100, 350,OptionsSpriteImage
REM Quit Sprite
Sprite QuitSprite,370, 170,QuitSpriteImage
REM Color Select
If sprite hit(CursorSprite,StartSprite)>0 then StartImage=StartSelectImage
If sprite hit(CursorSprite,StartSprite)=0 then StartImage=2
If sprite hit(CursorSprite,OptionsSprite)>0 then OptionsSpriteImage=OptionsSelectImage
If sprite hit(CursorSprite,OptionsSprite)=0 then OptionsSpriteImage=3
If sprite hit(CursorSprite,QuitSprite)>0 then QuitSpriteImage=QuitSelectImage
If sprite hit(CursorSprite,QuitSprite)=0 then QuitSpriteImage=4
REM Button Clicking
If Sprite Hit(CursorSprite,StartSprite) > 0 And Mouseclick() = 1 then Start_Game=1 : Goto Load
REM Debug
Set Cursor MouseX()+20,MouseY() : Print MouseX(), " : ", MouseY()
Return
Load:
REM Clear screen and Load stuff
cls
For X= 1 to 20
If Sprite exist(X) = 1 then Delete sprite X
Next X
REM Load Player **************************************
REM **************************************************
REM Load walk up
For i = 1 to 9
Load image "Media/Sprites/Characters/Ninja/Run Up/000" + str$(i) + ".bmp",NinjaRunUp,1
Inc NinjaRunUp
Next i
For i = 10 to 20
Load image "Media/Sprites/Characters/Ninja/Run Up/00" + str$(i) + ".bmp",NinjaRunUp,1
Inc NinjaRunUp
Next i
REM Load walk Down
For i = 1 to 9
Load image "Media/Sprites/Characters/Ninja/Run Down/000" + str$(i) + ".bmp",NinjaRunDown,1
Inc NinjaRunDown
Next i
For i = 10 to 20
Load image "Media/Sprites/Characters/Ninja/Run Down/00" + str$(i) + ".bmp",NinjaRunDown,1
Inc NinjaRunDown
Next i
REM Load Walk Left
For i = 1 to 9
Load image "Media/Sprites/Characters/Ninja/Run Left/000" + str$(i) + ".bmp",NinjaRunLeft,1
Inc NinjaRunLeft
Next i
For i = 10 to 20
Load image "Media/Sprites/Characters/Ninja/Run Left/00" + str$(i) + ".bmp",NinjaRunLeft,1
Inc NinjaRunLeft
Next i
REM Load Walk Right
For i = 1 to 9
Load image "Media/Sprites/Characters/Ninja/Run Right/000" + str$(i) + ".bmp",NinjaRunRight,1
Inc NinjaRunRight
Next i
For i = 10 to 20
Load image "Media/Sprites/Characters/Ninja/Run Right/00" + str$(i) + ".bmp",NinjaRunRight,1
Inc NinjaRunRight
Next i
Set sprite Player,1,1
REM Load Level *********************************************
REM ********************************************************
Load image "Media/Sprites/Levels/Test Level.bmp",Level1,1
TestLevel=1
Open to read TestLevel,"Media/Level Desc/Test Level.txt"
index = 0
for y = 0 to 8
for x = 0 to 11
TestByte = 0
Repeat
TestByte = Read Byte from file ("Media/Level Desc/Test Level.txt",index) : inc index
Until TestByte > 47 AND TestByte <128
If TestByte > 47 AND TestByte <128
LevelTile(x,y) = TestByte
break
Endif
next x
next y
for y = 0 to 8
for x = 0 to 11
texture = LevelTile(x,y)
If texture > 47 and texture < 128
texture$ = str$(texture)
load image "Media/Tiles/" + texture$ + ".bmp",TileImage
GroundTileX = x*50
GroundTileY = y*50
TileType(x,y) = texture
`Paste image TileImage,GroundTileX,GroundTileY,1
sprite Tileimage,GroundTileX,GroundTileY,TileImage
inc Tile
inc TileImage
endif
next x
next y
REM Clear screen
`cls
sync
backdrop off
Sync rate 60
REM Main Game Loop**************************************************
REM ****************************************************************
REM ****************************************************************
Main_Loop:
Do
Gosub Control_Tiles
Gosub Player_Controls
Gosub Draw_Player
sync
Loop
REM Control all the tiles ****************************************
REM ********************************************************
Control_Tiles:
If PlayerX <51 then PlayerTilePosX = 1
If PlayerX >= 50 and PlayerX <101 then PlayerTilePosX = 2
If PlayerX >= 100 and PlayerX <151 then PlayerTilePosX = 3
If PlayerX >= 150 and PlayerX <201 then PlayerTilePosX = 4
If PlayerX >= 200 and PlayerX <251 then PlayerTilePosX = 5
If PlayerX >= 250 and PlayerX <301 then PlayerTilePosX = 6
If PlayerX >= 300 and PlayerX <351 then PlayerTilePosX = 7
If PlayerX >= 350 and PlayerX <401 then PlayerTilePosX = 8
If PlayerX >= 400 and PlayerX <451 then PlayerTilePosX = 9
If PlayerX >= 450 and PlayerX <501 then PlayerTilePosX = 10
If PlayerX >= 500 and PlayerX <551 then PlayerTilePosX = 11
If PlayerX >= 550 and PlayerX <601 then PlayerTilePosX = 12
If PlayerX >= 600 and PlayerX <651 then PlayerTilePosX = 13
If PlayerY <51 then PlayerTilePosY = 1
If PlayerY >= 50 and PlayerY <101 then PlayerTilePosY = 2
If PlayerY >= 100 and PlayerY <151 then PlayerTilePosY = 3
If PlayerY >= 150 and PlayerY <201 then PlayerTilePosY = 4
If PlayerY >= 200 and PlayerY <251 then PlayerTilePosY = 5
If PlayerY >= 250 and PlayerY <301 then PlayerTilePosY = 6
If PlayerY >= 300 and PlayerY <351 then PlayerTilePosY = 7
If PlayerY >= 350 and PlayerY <401 then PlayerTilePosY = 8
If PlayerY >= 400 and PlayerY <451 then PlayerTilePosY = 9
If PlayerY >= 450 and PlayerY <501 then PlayerTilePosY = 10
If PlayerY >= 500 and PlayerY <551 then PlayerTilePosY = 11
If PlayerY >= 550 and PlayerY <601 then PlayerTilePosY = 12
If PlayerY >= 600 and PlayerY <651 then PlayerTilePosY = 13
REM Drawing the ninja ***************************************
REM *********************************************************
Draw_Player:
REM Sprite at player's position
Sprite Player,PlayerX,PlayerY,PlayerFrame
Offset sprite Player,50,50
Set Sprite Priority Player,1
Return
REM Level collision ***************************************
REM *********************************************************
REM Player controls******************************************
REM *********************************************************
Player_Controls:
If upkey()=1 And TileType(PlayerTilePosX,PlayerTilePosY-1) = 48
OldPlayerY = PlayerY : OldPlayerX = PlayerX
Dec PlayerY,PlayerSpeed
If PlayerFrame < 100 then PlayerFrame = 100
If PlayerFrame < 120 then Inc PlayerFrame
If PlayerFrame > 119 then PlayerFrame = 100
Endif
If downkey()=1 And TileType(PlayerTilePosX,PlayerTilePosY+1) = 48
OldPlayerY = PlayerY : OldPlayerX = PlayerX
Inc PlayerY,PlayerSpeed
If PlayerFrame < 121 then PlayerFrame = 121
If PlayerFrame < 141 then Inc PlayerFrame
If PlayerFrame > 140 then PlayerFrame = 121
Endif
If leftkey()=1 And TileType(PlayerTilePosX-1,PlayerTilePosY) = 48
OldPlayerY = PlayerY : OldPlayerX = PlayerX
Dec PlayerX,PlayerSpeed
If PlayerFrame < 142 then PlayerFrame = 142
If PlayerFrame < 161 then Inc PlayerFrame
If PlayerFrame > 160 then PlayerFrame = 142
Endif
If rightkey()=1 And TileType(PlayerTilePosX+1,PlayerTilePosY) = 48
OldPlayerY = PlayerY : OldPlayerX = PlayerX
Inc PlayerX,PlayerSpeed
If PlayerFrame < 163 then PlayerFrame = 163
If PlayerFrame < 181 then Inc PlayerFrame
If PlayerFrame > 180 Then PlayerFrame = 163
Endif
Return
Thanks for your help!
Im sick of Master Chief soo...ooga booga!!
Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org