Actually you can just specify the text string and caption string if you skip the selection type argument. So you can do something like...
DIALOG "The content.",,"The Title"
...and you'd get a dialog with a custom title. Also, note the extra comma in the middle; this is necessary as it skips the selection type, unless you want to specify it.
Refer to DIALOG's help entry for more info.
You can condense the part where you get rid of the lowest value to a single line by using the MIN function, which returns the lowest value out of two values you send to it.
DMG=R1+R2+R3-MIN(R1,MIN(R2,R3))
As a side note, you can also use the MIN function to find the lowest value in an array.
This means that your IF statements should look like this...
IF X==21 && Y==12 THEN 'DO SMTH
If you want to use button input at the same time you have to isolate the logical gates from the logical operators...
IF (B AND #A) && KEY1==0 THEN 'DO SMTH
AND is a logical gate that operates over two values, placing a 1-bit over all positions where both values have a 1-bit. AND should only be used in conditionals when working with BUTTON input.
For conventional conditional statements you should use the && operator. This one evaluates as true as long as the two expressions it joins also evaluate as true.
If you've just started using SmileBASIC, I suggest reading through the official e-manual.
http://smilebasic.com/en/e-manual/
The manual also serves as a useful introduction to programming, in case you are new to that as well.
You can also ask any questions you have in this community.
I look forward to seeing what you can do with SmileBASIC!
I hope SmileBoom will release SmileBASIC for EU simultaneously with the release of SmileBASIC for Wii U. Just being wishful, though.
I really can't wait to see what EU can make with SB!
As MathPRG said, uploading it carries the risk of getting the project taken down and can even get you banned from instant publishing or even banned from uploading at all.
Of course, you can still modify any built-in/downloaded programs for learning purposes or personal use. Just make sure not to upload them.
Example:
WHILE GAME 'MAIN GAME LOOP
'DO GAME STUFF
IF BUTTON() AND #Y THEN 'PAUSE WHEN Y IS PRESSED
WHILE !(BUTTON() AND #Y):WEND 'SIMPLE LOOP THAT UNPAUSES WHEN PRESSING Y AGAIN
ENDIF
WEND
It's rather simple, really. Within your game's main loop, you can have a certain button lead to another loop, which is a pause loop, in which you can do anything you want the pause to do until you unpause it. Unpausing is probably even simpler, since all you need to do is exit the pause loop and carry on with the game's main loop.
Here's a tip: If all you are handling are numerical variables, its easier to put them in an array and save it as a data file.Example:
LVL=1
HP=5
SP=10
DIM SAV[3]
SAV[0]=LVL
SAV[1]=HP
SAV[2]=SP
SAVE "DAT:TEST",SAV
By doing this, you don't have to do complicated parsing to load it. All you'd have to do is...
DIM LD[0]
LOAD "DAT:TEST",LD
LVL=LD[0]
HP=LD[1]
SP=LD[2]
As always any feedback, suggestion, bug report, etc., is much appreciated!
I might make custom puzzle packs every once in a while. Who knows... it might give you something to do. :L
Also, if the key isn't clear enough in the screenshot, it's «7K43X4ZX».
And here is something relatively complete. I've finished implementing custom puzzles for my nonogram game! The game now comes in its own folder to accommodate the custom puzzle files, and includes a few of them for you to try!
The code itself is about 1000 lines long and a complete mess. You can still look around in it if you want. Feel free to learn from it, etc.