I created this game to show an easy way to create borders or walls for your 2D games in BASIC. This game only has one level, but it should not be too hard to create more. I want to create a version using sprites, since the sprites commands do not have an easy way to create walls for your games I am attempting to come up with something that will work for me. I'd like to share what I come up with. I know this is very basic, but it's just a starting point. With the sprite version I want to try to add a more fluent movement to the sprite.

[[code format="lb"]]
Hi,

Just wanted to share a simple one level game that shows a simple way to create walls/borders in your 2d game. The game has only 1 level, but it shouldn't be too hard to add more. I want to make another version using sprites, but time will determine that (free time that is).

  'basic 2d game level wall/border example
  'using native graphic commands
  'programmed by Ben Jimenez
  '8=up 6=right 2=down 4=left
  'July 20,2011


    nomainwin

    WindowWidth = 470
    WindowHeight = 500

    open "Border/Wall Example" for graphics_nsb_nf as #main
    print #main, "fill white; flush"
    print #main, "font ms_sans_serif 0 16"
    #main,"up;goto 20 30;size 3;down"

   dim pxy$(22,22)

    'start postion of first wall piece
    x=10
    y=20

'draw border walls
    for r=1 to 22 'first row
        for c=1 to 22 'current row column loop
        read d$
        pxy$(r,c)=d$
        if d$="B" then  'if border piece then draw it
            #main,"up;goto ";x+20;" ";y+20;";down;backcolor blue;color blue"
            #main,"boxfilled ";x;" ";y

        end if

        if d$="s" then  'save player start position
            px=x 'set current pen x position to player start x
            py=y  ' set current pen y position to player start y
            ar=r  'remember current row location
            ac=c 'remember current column locaton
        end if

        x=x+20 'increase column x location by 20
        next c
        x=10
        y=y+20 'increase row y location by 20
    next r

    #main,"flush" 'save drawn board as segment
    #main,"flush" 'save a 2nd copy of board as segment

       'draw player
       #main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
       #main,"circlefilled 6"

   #main,"when characterInput [checkkey]"



[main.inputLoop]   'wait here for input event
#main,"setfocus"
    wait

[checkkey]


key$ = Inkey$

    if len(key$) < 2 then
   'if wall/boarder found for next movement then no movement will be done.

       if key$="2" then 'down


       if pxy$(ar+1,ac)<>"B" then 'if next location is not a wall/border then move player
       #main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
       #main,"circlefilled 6"

       py=py+20
       #main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
       #main,"circlefilled 6"

       ar=ar+1

       end if

       end if

       if key$="6" then 'right
       if pxy$(ar,ac+1)<>"B" then 'if next location is not a wall/border then move player
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
       #main,"circlefilled 6"
       px=px+20
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
       #main,"circlefilled 6"
       ac=ac+1

       end if



       end if

       if key$="4" then 'left
       if pxy$(ar,ac-1)<>"B" then 'if next location is not a wall/border then move player
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
       #main,"circlefilled 6"
       px=px-20
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
       #main,"circlefilled 6"
       ac=ac-1

       end if

       end if

       if key$="8" then 'up
       if pxy$(ar-1,ac)<>"B" then 'if next location is not a wall/border then move player
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor white;color white"
       #main,"circlefilled 6"
       py=py-20
        #main,"up;goto ";px+10;" ";py+10;";down;backcolor brown;color brown"
       #main,"circlefilled 6"
       ar=ar-1

       end if
       end if




    end if
       #main,"flush"
       #main,"segment n"
       #main,"delsegment ";n-2
      if pxy$(ar,ac)="e" then
      notice "You escaped the maze!"
      end if
   goto [main.inputLoop]



  'maze data
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    data  B,s,B,x,x,x,B,x,B,x,x,x,x,x,B,x,x,x,x,x,x,B
    data  B,x,B,x,B,x,B,x,B,x,B,B,B,x,B,x,B,x,B,B,B,B
    data  B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,B,x,x,e
    data  B,x,x,x,B,x,B,x,x,x,B,x,B,x,B,x,B,x,B,x,B,B
    data  B,x,B,x,B,x,B,x,B,x,B,x,B,x,x,x,B,x,B,x,x,B
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    data  B,x,B,B,B,B,B,B,B,B,B,x,B,x,B,B,B,B,B,B,x,B
    data  B,x,B,x,x,x,B,x,x,x,B,x,B,x,x,x,B,x,x,x,x,B
    data  B,x,x,x,B,x,x,x,B,x,x,x,B,x,B,x,x,x,B,x,B,B
    data  B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B,B

[[code]]