It's because it's not your Active project folder, so it searches for the graphics pages in the wrong active directory and doesn't find them
So it uses the default graphics
The issue with this is when the user isn't pressing any buttons, the program loops as fast as it possibly can
Which causes fast battery drainage
If you put VSYNC right after @LOOP, and nowhere else, it'll always loop at a constant speed, and battery life will last much longer
There's actually 4
One if them is Petit BIG though
We have the US community, EU community, JP community, and JP BIG community
You can find them in my favorite communities list
I might be able to help with the AI part, using alpha-beta pruning to estimate future moves to counteract where the player might go.
For the difficulty slider it could have a depth slider to tell how many future moves the program should simulate.
I've done this before in SmileBASIC
From the home menu, tap Publish/Download Projects, then tap Download (Receive) using Public Key
I only listed a few popular apps, there is a huge selection of apps on the smilebasicsource website.
It's a powerful app
Try some of the apps made by other people, which have become very popular, Cave Island was even converted into an eShop game and sold in Japan. Alpha OS X is an operating system similar to Windows 7
Alpha OS X: EK3E9F
Cave Island: Q3KP33Q3
3D Parkour: KX8XEGS
Bub: 83DXN3L4
Propulsion: NKN54EVD
Petit City 2: N2DYE3QJ
Cave Platformer: ND8E23YD
Miiverse has three SB communities
I recommend using DEF functions for everything but the main loop (the one that makes the program go on forever)
Visit the third party website called smilebasicsource which is the main place to find SmileBASIC tests and glitches and programs
COUNTER=COUNTER+1 is faster than INC COUNTER
And since SmileBASIC is an interpreter, lots of testing has been done and I've concluded that the biggest thing that slows SmileBASIC down is number of commands, not what the actual commands do
By shortening the number of lines you make the program faster, of course for games this is almost unnoticable unless you're doing something like a 3D engine
Hey, try some recursion while you're at it:
ACLS
CIRCLE 200,120,119 'center of screen
DEF CIRCLE X,Y,R
GCIRCLE X,Y,R
IF R<8 THEN RETURN 'escape function
R=R/2
CIRCLE X-R,Y,R
CIRCLE X+R,Y,R
END
If you would like to get into the advanced part of calculator building, that uses order of operations to evaluate expressions, look up Reverse Polish Notation, which is done using the Shunting-yard Algorithm.