In this tutorial we create some still enemy objects, and make them disappear when they collide with our missiles.
In this tutorial we fix a potential future bug by limiting the array size of missileArray to 5. We create 5 missile picturebox objects at the beginning of the game and change their positions during the game, instead of adding a new picturebox element to the array (and making the array bigger and bigger) everytime …
In this lesson we limit the number of missiles we can shoot on the screen at any one time to 6. E.g. You can’t shoot more than 6 missiles on the screen simultaneously.
In this lesson we shoot multiple missiles by creating a missile Array and adding new missiles to the array every time we shoot.
Continuing from the first lesson, in this lesson we program an event handler for when the space bar is pressed to generate a missile to shoot upwards.
First lesson to creating the shoot’em up video game. We create a picturebox object using code only (the spaceship), and we use a combination of keydown event handler and the timer object to move it left and right.
In this lesson we talk about how to save the high score to a text file and load it every time when we play the game.
This is the final tutorial for this particular game. Some more changes to the code explained: – Character becomes invincible for 1 second every 5 gems collected. – Character does not move beyond window boundary. – Enemy speed increases every 5 gems collected.
In this tutorial we create a function that gradually adds new enemies to the game as the score increases. We also record the high score in the game.
In this video I made a start up screen for my game. You also learn how use code to program the switch between forms (screens).