Less old and older post below, new post:
I made a bunch of tiny improvements, some you'll notice others you won't. Also caught a few more bugs, enemy shots were not traveling with the map scroll speed, which also happened to the explosions.
Scrolling has also been altered, the ship moves slower horizontally and should allow for better handling. Let me know if the map is more playable with this update.
Non-seeable changes are a polyvector drawing system that autoclips to the screen. A example of that can be found on the snippets forum.
There might be some other changes I can't recall, sometimes its fix and forget.
Keys are still arrows, z=shoot, tab=make enemy.
PC version, 042310MAC version, 042310On a quick note, I don't really plan on having too many aerial units inside such a level. Enemies will be foot soldiers, some mech units and turrets.
There's also a bunch of features I haven't decided I want to bring over from the GM version. Which you can find
HeresOld post now below, new post:
9000+ pixel long level in one go, solid 60fps. I haven't checked uncapping it.
Still need to fix some things, like making the player bullets faster and enemy AI. The level is split into 9 1024x600 frames, with a lightmap, solidmap and backmap. The entire level is pixel based collision, as is all collision in the game.
I built the levels using Tiled, a very nice program, exported images of separate layers and chopped them up.
I left out enemies since they're pretty much ghosts and defy the laws of physics, but in the demo I have of the entire level, shown below, you can press TAB to create some.
Download rj_tech3.zipIt takes a few seconds to load-up the level graphics, displayed by fat white bars on the bottom of the screen.
So, arrow keys to move, Z to shoot, TAB to create random enemy...who defies collisions.

A fancy screenshot.

The whole damn level. This took awhile to put together, but I may scrap it for a redesign.
Old post:
When I first got glbasic, the first thing I did was play around with a sidescroller schmup that I had made before in GM, previous Qbasic(like 20 years ago....) but anyways, after looking through the forums a bit, I found H.K.'s SCHMUP tutorial video and learned a few useful things regarding game object creation.
Basic use of DIMPUSH and DELETE to handle object creation.
So I scrapped then old code and started over.
Here's a simple demo, Z to shoot, Arrow keys to move and ESC to quit at any time.
Download rj_tech.zipTech demo 2, running 1024x600 with a map w/ collisions. Enemies and their attacks however are not currently affected by the map. The map level is a solid image, using SPRCOL against the player and it's attacks. I think I got the collision working properly, try and break it.
Download rj_tech2.zip