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Space Dragon Adventure [Post your scores!]

Discussion in 'General Discussion' started by Daily, Jun 7, 2009.

  1. Daily

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    Space Dragon Adventure [Post your scores!]

    Post screenshots of your high scores!

    Space Dragon Adventure is a game I created in my Web Design and Game Programming class. I used a program called Game Maker which uses a language similar to Java, and Blender to create all the graphics.


    Download:
    http://www.filefactory.com/file/ag5c1g1/n/space_dragon_adventure_exe


    Screenshots:
    [​IMG]

    In the distant future when dragons evolve and roam the universe, one man decides he will slay them all and become known as Zolarian, the greatest dragon slayer ever to set foot in this part of the galaxy.

    Source:
    Code:
    Information about object: obj_ship
    
    Sprite: spr_playership
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set the mouse cursor to sprite <undefined> and don't show the windows cursor
    execute code:
    
    x = mouse_x;
    y = mouse_y;
    canfire = 1;
    health = 100;
    firerate = 10;
    doublefire = 0;
    
    set the health to 100
    
    Alarm Event for alarm 0:
    set variable canfire to 1
    
    Alarm Event for alarm 2:
    set variable doublefire relative to -1
    if doublefire is larger than 0
          set Alarm 2 to 30
    
     Step Event:
    execute code:
    
    x = mouse_x;
    y = mouse_y;
    if expression x < obj_ship.sprite_xoffset is true
          execute code:
    
    x = obj_ship.sprite_xoffset;
    window_mouse_set(obj_ship.sprite_xoffset, mouse_y);
    if expression x > room_width - obj_ship.sprite_xoffset is true
          execute code:
    
    x = room_width - obj_ship.sprite_xoffset;
    window_mouse_set(room_width - obj_ship.sprite_xoffset, mouse_y);
    if expression y < 250 is true
          execute code:
    
    y = 250;
    window_mouse_set(mouse_x, 250);
    if expression y > room_height - obj_ship.sprite_yoffset is true
          execute code:
    
    y = room_height - obj_ship.sprite_yoffset;
    window_mouse_set(mouse_x, y);
    if health is smaller than 0
          show the highscore table
        background: <undefined>
         show the border
         new color: 255, other color: 0
         Font: "Times New Roman",10,0,0,0,0,0
          create a medium effect of type explosion relative at (0,0) of  color 255 below objects
          sleep 2000 milliseconds; redrawing the screen: true
          go to room Game Over Room with transition effect Blend
    
    Collision Event with object obj_powerupx2:
    for other object: destroy the instance
    set variable doublefire to 10
    set Alarm 2 to 30
    
    Collision Event with object obj_straight_down_bulllet:
    for other object: destroy the instance
    for other object: create a medium effect of type explosion relative at (0,0) of  color 16777215 above objects
    set the health relative to -5
    
    Collision Event with object obj_heatseeking:
    for other object: destroy the instance
    for other object: create a medium effect of type explosion relative at (0,0) of  color 16777215 above objects
    set the health relative to -10
    
    Collision Event with object obj_poweruphealth:
    for other object: destroy the instance
    create a small effect of type ellipse relative at (0,0) of  color 16777215 below objects
    if health is smaller than 80
          set variable health relative to 20
    else
          set variable health to 100
    
    Collision Event with object obj_boss:
    destroy the instance
    create instance of object obj_ship_explosion at position (0,0)
    go to room Game Over Room with transition effect Fade out and in
    
    Mouse Event for Left Button:
    if expression canfire == 1 is true
          if doublefire is equal to 0
                create instance of object obj_bullet at relative position (0,0)
          else
                create instance of object obj_bullet at relative position (-14,0)
                create instance of object obj_bullet at relative position (14,0)
          set variable canfire to 0
          set Alarm 0 to firerate
    
    Draw Event:
    at relative position (0,0) draw image -1 of sprite spr_playership
    draw the health bar with size (50,room_height - 10,room_width - 50,room_height) with back color green and bar color green to red
    set the drawing color to 4259584
    draw rectangle with relative vertices (-(sprite_xoffset+10),-20) and (-sprite_xoffset,-20+doublefire*4), filled
    ______________________________________________________
    
    Information about object: obj_enemy
    
    Sprite: spr_enemy
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: obj_enemy_parent
    Mask: <same as sprite>
    
    Create Event:
    call the inherited event of the parent object
    set the relative path to path_enemy1 with speed 4 and at the end reverse
    set variable hits to 5
    
    Draw Event:
    at relative position (0,0) draw image -1 of sprite spr_enemy
    call the inherited event of the parent object
    ______________________________________________________
    
    Information about object: obj_largeenemy
    
    Sprite: spr_largeenemy
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: obj_enemy_parent
    Mask: <same as sprite>
    
    Create Event:
    call the inherited event of the parent object
    set the relative path to path_enemy2 with speed 6 and at the end reverse
    set variable hits to 10
    
    Draw Event:
    at relative position (0,0) draw image -1 of sprite spr_largeenemy
    call the inherited event of the parent object
    ______________________________________________________
    
    Information about object:  obj_controller
    
    Sprite: <no sprite>
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set variable level to 0
    execute script scr_create_enemy with arguments (0,0,0,0,0)
    set variable createnewwave to 0
    set the score to 0
    
    Alarm Event for alarm 0:
    execute script scr_create_enemy with arguments (0,0,0,0,0)
    set variable createnewwave to 0
    
     Step Event:
    with a chance of 1 out of 800 do  perform the next action
          create instance of object obj_powerupx2 at position (random(550)+50,0)
          create instance of object obj_poweruphealth at position (random(550)+50,0)
    if number of objects obj_enemy_parent is Equal to 0
          if createnewwave is equal to 0
          set variable createnewwave to 1
          set Alarm 0 to 30
    if level is equal to 2
          if number of objects obj_boss is Equal to 0
                set the score relative to 1000
                go to room Win Room with transition effect Create from center
    
    Draw Event:
    at position (10,470) draw the value of score with caption Score: 
    ______________________________________________________
    
    Information about object: obj_bullet
    
    Sprite: spr_bullet
    Solid: false
    Visible: true
    Depth: 10
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    start moving in directions 000000010 with speed set to 8
    
    Other Event: Outside Room:
    destroy the instance
    
    Draw Event:
    create a small effect of type flare relative at (0,0) of  color 16777088 below objects
    ______________________________________________________
    
    Information about object: obj_enemyexplode
    
    Sprite: spr_enemyexplode
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Other Event: Animation End:
    destroy the instance
    ______________________________________________________
    
    Information about object: obj_enemy_parent
    
    Sprite: <no sprite>
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set variable hits to 1
    set variable showhealth to 0
    
    Alarm Event for alarm 0:
    set variable showhealth to 0
    
     Step Event:
    if expression hits <= 0 is true
          destroy the instance
          create instance of object obj_ship_explosion at relative position (0,0)
          set the score relative to 100
    with a chance of 1 out of 300 do  perform the next action
          create instance of object obj_straight_down_bulllet at relative position (0,64)
    with a chance of 1 out of 600 do  perform the next action
          create instance of object obj_heatseeking at relative position (0,64)
    
    Collision Event with object obj_bullet:
    for other object: destroy the instance
    create instance of object obj_enemyexplode at relative position (0,0)
    set variable hits relative to -1
    set variable showhealth to 1
    set Alarm 0 to 30
    
    Draw Event:
    if expression showhealth == 1 is true
          set the drawing color to 255
          draw rectangle with relative vertices (-(hits * 2),0) and (hits * 2,10), filled
    ______________________________________________________
    
    Information about object: obj_ship_explosion
    
    Sprite: <no sprite>
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    execute code:
    
    /*GAMECAVE EFFECTS ENGINE 3.X
    Read the GCE3X documentation before using this code!
    
    Object Name - objExplosion_1
    Engine - Explosion Engine 
    Purpose - The barrel/explosion for the first type of explosion.
    */
    
    //Create Particle System
    explosion = part_system_create();
    part_system_depth(explosion,-200);
    
    //Create Core Emitter
    emit1 = part_emitter_create(explosion);
    part_emitter_region(explosion,emit1,x,x+20-random(40),y,y+20-random(40),ps_shape_ellipse,ps_distr_gaussian);
    
    //Fire Layer
    prt1 = part_type_create();
    part_type_shape(prt1,pt_shape_flare);
    part_type_size(prt1,2,3,0,0);
    part_type_color1(prt1,make_color_rgb(255,128,64));
    part_type_alpha2(prt1,1,0);
    part_type_life(prt1,25,50);
    part_type_speed(prt1,20,22,-0.7,0);
    part_type_direction(prt1,0,360,0,0);
    part_type_blend(prt1,true);
     
    //"Fluffy" Layer
    prt2 = part_type_create();
    part_type_shape(prt2,pt_shape_explosion);
    part_type_size(prt2,1,2,0,0);
    part_type_color1(prt2,make_color_rgb(255,128,64));
    part_type_alpha2(prt2,1,0);
    part_type_life(prt2,25,50);
    part_type_speed(prt2,20,22,-1,0);
    part_type_direction(prt2,0,360,0,0);
    part_type_blend(prt2,true);
    
    //Smoke Layer
    prt3 = part_type_create();
    part_type_shape(prt3,pt_shape_smoke);
    part_type_size(prt3,1,3,0.002,0);
    part_type_color_mix(prt3,c_dkgray,c_ltgray);
    part_type_alpha2(prt3,1,0);
    part_type_life(prt3,80,100);
    part_type_gravity(prt3,0.1,90);
    part_type_speed(prt3,4,8,0,0);
    part_type_direction(prt3,50,130,0,0);
    
    part_emitter_burst(explosion,emit1,prt1,80);
        part_emitter_burst(explosion,emit1,prt2,80);
        part_emitter_burst(explosion,emit1,prt3,80);
    
     
    
    
    
    ______________________________________________________
    
    Information about object: obj_powerupx2
    
    Sprite: spr_powerupx2
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    start moving in directions 010000000 with speed set to 4
    set variable img_speed to 5
    
    Other Event: Outside Room:
    destroy the instance
    ______________________________________________________
    
    Information about object: obj_straight_down_bulllet
    
    Sprite: spr_bullet
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    start moving in directions 010000000 with speed set to 9
    
    Other Event: Outside Room:
    destroy the instance
    
    Draw Event:
    create a small effect of type flare relative at (0,0) of  color 65280 below objects
    ______________________________________________________
    
    Information about object: obj_heatseeking
    
    Sprite: spr_bullet
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set Alarm 0 to 15
    
    Alarm Event for alarm 0:
    start moving in the direction of position (obj_ship.x,obj_ship.y) with speed 16
    
    Other Event: Outside Room:
    destroy the instance
    
    Draw Event:
    create a medium effect of type spark relative at (0,0) of  color 255 below objects
    ______________________________________________________
    
    Information about object: obj_you_lose
    
    Sprite: spr_you_lose
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    set the mouse cursor to sprite <undefined> and show the windows cursor
    
    Mouse Event for Glob Left Button:
    go to room room_startup with transition effect <no effect>
    ______________________________________________________
    
    Information about object: obj_poweruphealth
    
    Sprite: spr_poweruphealth
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    start moving in directions 010000000 with speed set to 4
    set variable img_speed to 5
    
    Other Event: Outside Room:
    destroy the instance
    ______________________________________________________
    
    Information about object: obj_boss
    
    Sprite: spr_boss
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: obj_parent_boss
    Mask: <same as sprite>
    
    Create Event:
    call the inherited event of the parent object
    set the relative path to path_boss with speed 5 and at the end reverse
    set variable hits to 100
    set Alarm 0 to 900
    
    Alarm Event for alarm 0:
    create instance of object obj_heatseeking, obj_heatseeking, obj_straight_down_bulllet, or obj_largeenemy at relative position (0,0)
    create instance of object obj_largeenemy at relative position (0,0)
    set Alarm 0 to 2000
    
    Draw Event:
    at relative position (0,0) draw image -1 of sprite spr_boss
    call the inherited event of the parent object
    ______________________________________________________
    
    Information about object: obj_start
    
    Sprite: spr_start
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Alarm Event for alarm 0:
    go to room Main Room with transition effect Create from center
    
    Mouse Event for Left Button:
    create instance of object obj_ship_explosion at relative position (0,0)
    set Alarm 0 to 30
    ______________________________________________________
    
    Information about object: obj_highscore
    
    Sprite: spr_highscore
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Alarm Event for alarm 0:
    show the highscore table
        background: <undefined>
         show the border
         new color: 255, other color: 0
         Font: "Times New Roman",10,0,0,0,0,0
    
    Mouse Event for Left Button:
    create instance of object obj_ship_explosion at relative position (0,0)
    set Alarm 0 to 30
    ______________________________________________________
    
    Information about object: obj_exit
    
    Sprite: spr_exit
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Alarm Event for alarm 0:
    end the game
    
    Mouse Event for Left Button:
    create instance of object obj_ship_explosion at relative position (0,0)
    set Alarm 0 to 30
    ______________________________________________________
    
    Information about object: obj_parent_boss
    
    Sprite: <no sprite>
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    set variable hits to 1
    set variable showhealth to 0
    
    Alarm Event for alarm 0:
    set variable showhealth to 0
    
     Step Event:
    if expression hits <= 0 is true
          destroy the instance
          create instance of object obj_ship_explosion at relative position (0,0)
          set the score relative to 100
    with a chance of 1 out of 100 do  perform the next action
          create instance of object obj_straight_down_bulllet at relative position (0,64)
    with a chance of 1 out of 300 do  perform the next action
          create instance of object obj_heatseeking at relative position (0,64)
    
    Collision Event with object obj_bullet:
    for other object: destroy the instance
    create instance of object obj_enemyexplode at relative position (0,0)
    set variable hits relative to -1
    set variable showhealth to 1
    set Alarm 0 to 30
    
    Draw Event:
    if expression showhealth == 1 is true
          set the drawing color to 255
          draw rectangle with relative vertices (-(hits * 2),0) and (hits * 2,10), filled
    ______________________________________________________
    
    Information about object: spr_you_win
    
    Sprite: spr_you_win
    Solid: false
    Visible: true
    Depth: 0
    Persistent: false
    Parent: <no parent>
    Mask: <same as sprite>
    
    Create Event:
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    create instance of object obj_ship_explosion, obj_ship_explosion, obj_ship_explosion, or obj_ship_explosion at position (random(640),random(480))
    set the mouse cursor to sprite <undefined> and show the windows cursor
    
    Mouse Event for Glob Left Button:
    go to room room_startup with transition effect <no effect>
     
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