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Ripple Revisited
#1
This is a re-make of a game I submitted a couple of years ago. It's a variant of the Word-Search genre, but a bit more dynamic.
It received no reponse then so I guess it won't get much now either, but the remake  was a good exercise anyway.
It might appeal to some word-game enthusiasts, but as mouse-keys were not practical this may be off-putting.
Anyway, here it is:
Code: (Select All)
Common Shared CPL '                                                                  Chars Per Line
Screen _NewImage(1040, 768, 32)
SetFont: f& = _LoadFont("C:\WINDOWS\fonts\courbd.ttf", 20, "monospace"): _Font f& '  choose monospace font
CPL = 1040 / _PrintWidth("X") '                                                      chars per line used for centring text
lhs = (_DesktopWidth - CPL) / 2
_ScreenMove (_DesktopWidth - 1040) / 2, 100 '
Randomize Timer

Common Shared Words$(), Tiles$(), Names$(), Plr, Delay, Letrs$(), Scores(), ThisWord$, T0, T1, T2, Best$()
Common Shared WinScore, WinScore$, OK$, Bad$, Value, Bonus, Speed, TileNum, CsrV, CsrH, NP, WordVal, TimePenalty

Data "A","A","A","A","A","B","B","B","C","C","C","D","D","D","D","E","E","E","E","E","F","F","F","F","G","G","G","H","H","H"
Data "I","I","I","I","I","I","J","J","K","K","L","L","L","M","M","M","M","N","N","N","N","O","O","O","O","P","P","P","Q","Q"
Data "R","R","R","R","S","S","S","S","T","T","T","T","T","T","U","U","U","V","V","V","W","W","W","X","X","Y","Y","Y","Z","Z"

Dim Tiles$(90), Names$(2), Scores(2), Words$(2), Letrs$(90), Best$(5, 2)

GameSettings:
Bad$ = "o2l16gc": OK$ = "o3l64ceg"
WinScore = 200: Speed = 10: Delay = .28 '                                           delay will change with speed adjustment by player

SetUpBestfile:
If Not _FileExists("ripbest") Then
    Open "ripbest" For Output As #1
    For a = 1 To 5: Best$(a, 1) = "ANON": Best$(a, 2) = Str$(600 + 60 * a)
        Write #1, Best$(a, 1), Best$(a, 2)
    Next
    Close
End If

SetLetterArray:
For a = 1 To 90: Read Letrs$(a): Next '                                              (replaces alphabet to increaase common letter use)

SetNewGrid:
For a = 0 To 9 '                                                                     10 rows
    For b = 1 To 9 '                                                                 9 chars per row
        Tiles$(a * 9 + b) = Letrs$(a * 9 + b) '                                      first 90 letters
    Next
Next

Intro:
Play OK$
yellow: centre "RIPPLE", 12: white
centre "A dynamic word-search game for one or two players", 14
Sleep 3
instructions

NP = 0
GetNames:
If NP = 2 Then GoTo GotPlrs
NP = NP + 1
_KeyClear
yellow
Txt$ = "Name of player" + Str$(NP)
centre Txt$, 14
Locate 14, 50: Input Names$(NP)
If Names$(NP) = "" Then NP = 1: GoTo GotPlrs
If Names$(NP) = "" Then GoTo GotPlrs
Names$(NP) = UCase$(Names$(NP))
If Len(Names$(NP)) > 9 Then Names$(NP) = Left$(Names$(NP), 9) '                  limit names to 9 characters
WIPE "14": centre Names$(NP), 14
Play OK$: _Delay .5: WIPE "14"
GoTo GetNames

GotPlrs:
WIPE "14"
If Names$(1) = "" Then
    Names$(1) = "PLAYER"
End If
centre "Welcome,", 12: white
centre Names$(1), 14: centre Names$(2), 15

SinglePlayer:
If NP = 1 Then
    yellow: Print: centre "Previous fastest single-players", 20: white: Print
    Open "ripbest" For Input As #1
    For a = 1 To 5
        Input #1, Best$(a, 1), Best$(a, 2)
        Print Tab(30); Best$(a, 1); Tab(40); Best$(a, 2); " seconds"
    Next
    Close
    centre "Would you like to reset the Best Scores chart (y/n)", 28
    While k$ = ""
        k$ = UCase$(InKey$)
        If k$ = "Y" Then Kill "ripbest": Cls: Run
    Wend
End If
Cls

SetUpGame:
yellow: Print "  Target SCORE:"; WinScore; Tab(32);
If NP = 1 Then Print "SINGLE PLAYER MODE"; Else Print "TWO PLAYER MODE";
Print Tab(71); "SPEED:";: Print Using "##"; Speed: white
Sleep 1

FreshGrid:
Shuffle:
For a = 1 To 90
    swp = Int(Rnd * 90) + 1
    Swap Letrs$(a), Letrs$(swp)
Next '                                                                               now have 90 shuffled letters

CsrV = 7: CsrH = 25 '                                                                grid starts at row 7, column 25
For a = 0 To 9 '                                                                     10 rows
    For b = 1 To 9 '                                                                 9 chars per row
        Tiles$(a * 9 + b) = Letrs$(a * 9 + b) '                                      first 90 letters
        Locate a * 2 + CsrV, b * 3 + CsrH '                                          find screen position for this tile
        Print Tiles$(a * 9 + b); "  "; '                                             display it
    Next
Next

yellow: PSet (340, 110): Draw "r350d400l350u400": white
CsrV = 7: CsrH = 28: TileNum = 1 '                                                   put cursor  at tile 1 position ready for ripple start
Txt$ = Names$(1) + " left-shift   " + "to claim a word   " + Names$(2) + " right-shift"
If NP = 1 Then Txt$ = "Left-shift " + "to claim a word"
Locate 29, 1: Print Space$(CPL)
yellow: centre Txt$, 29
TileNum = 1: T0 = Timer '                                                             game start time, used for single-player total time

Ripple:
centre "(+/- to change speed)", 33
_KeyClear: k = 0
tile$ = Letrs$(Int(Rnd * 90) + 1) '                                                   pick a random tile from tile set
Tiles$(TileNum) = tile$ '                                                             store it in array
Locate CsrV, CsrH: red: Print tile$ '                                                 display it in red at cursor point
_Delay Delay '                                                                        show for a short time
Locate CsrV, CsrH: white: Print tile$ '                                               change to white
k = _KeyHit '                                                                         look for key- press
If k = 27 Then System '                                                               Esc to quit game
If k > 1 Then
    GoTo KeyHit '                                                                     any other key pressed jump to KeyHit
Else '                                                                                otherwise,
    TileNum = TileNum + 1 '                                                           change the tile number to the next tile
    If TileNum > 90 Then TileNum = 1 '                                                cycle the ripple through the 90 tiles
    CsrH = CsrH + 3 '                                                                 get horizontal position for new tile (3 columns wide)
    If CsrH > 54 Then
        CsrH = 28: CsrV = CsrV + 2 '                                                  if past end of row, change to start of next row (2 rows deep)
        Bonus = Bonus + 1 '                                                           and add bonus point,
        Txt$ = "Bonus:" + Str$(Bonus)
        WIPE "32"
        yellow: centre Txt$, 32
        Play "o4l32c"
        If CsrV > 26 Then
            CsrV = 7
            TileNum = 1 '                                                              if past last row, change to first row and reset to tile 1,
        End If
        _Delay Delay '                                                                 pause for delay time set by Speed setting,
    End If
    GoTo Ripple '                                                                      and return for next new tile
End If

KeyHit: '                                                                              (key may be +/- for speed change, or a Shift key)
Select Case k
    Case Is = 45 '                                                                     - to reduce speed
        If Speed < 2 Then '                                                            if min speed (1) already reached, ignore
            GoTo Ripple
        Else
            Speed = Speed - 1 '                                                        otherwise reduce speed number and increase Delay time
            Delay = Delay + .025 '
            Locate 1, 77: Print Using "##"; Speed
            GoTo Ripple '                                                              get next action
        End If
    Case Is = 61
        If Speed > 19 Then
            GoTo Ripple '                                                              if max speed (20) already reached , ignore
        Else
            Speed = Speed + 1
            Delay = Delay - .025 '                                                     otherwise reduce increase speed number and reduce Delay time
            Locate 1, 77: Print Using "##"; Speed
            GoTo Ripple '                                                              get next action
        End If
    Case Is = 100303, 100304 '                                                                 right-shift for player 1 claim
        WordVal = 0
        If k = 100303 Then Plr = 2 Else Plr = 1 '                                                                      identify as player 2
        If NP = 1 Then Plr = 1 '                                                       but if single-player game, change to player 1
        ClaimWord '                                                                    deal with word-claim
        GoTo FreshGrid '                                                                  and continue ripple
End Select
GoTo Ripple

' -------------------------------------------------------------------------------- Subs ------------------------------------------------------------------

Sub ClaimWord
    WIPE "29"
    pickup = 0: white: centre "Letter-pickup is Off ", 5 '                               new claim, start with letter-pickup off

    PlaceCursor:
    Play OK$
    ThisWord$ = "" '                                                                     clear ThisWord$ for start of new word
    CsrV = 27: CsrH = 40: Tile$ = " " '                                                  place cursor below centre of grid
    TileNum = 95 '                                                                       set tile number to middle below grid
    oldtile$ = " " '                                                                     haven't picked a tile yet
    yellow: Locate 27, CsrH: Print "*" '                                                 show cursor below grid
    centre Names$(Plr), 29
    centre "Use Numeric keypad to move to the Start of your word", 30 '                  invite move to first letters of word
    centre "Press Space to start/end selecting letters for your word", 31 '              prompt for start/stop letter pickup
    WIPE "33"
    _KeyClear
    T1 = Timer '                                                                         start timing this word

    Move:
    k = _KeyHit '                                                                        Space, or keypad keys 49 to 57  -  58 (0) not used
    _Limit 30
    If k < 1 Then GoTo Move '                                                            wait for key press
    Select Case k
        Case 56 ' 8, up
            If CsrV < 8 Then GoTo Move '                                                 ignore if top limit of grid
            Locate CsrV, CsrH: white: Print Tile$ '                                      repaint current tile white (tile$ is Space for first step)
            CsrV = CsrV - 2: TileNum = TileNum - 9 '                                     cursor vertical -2, tile number -9  (-1 row)
            Tile$ = Tiles$(TileNum) '                                                    identify the tile
        Case Is = 55 ' 7, up-left
            If CsrV < 8 Or CsrH < 31 Then GoTo Move '                                    ignore if left limit or top limit
            Locate CsrV, CsrH: white: Print Tile$ '                                      repaint current tile white
            CsrV = CsrV - 2: CsrH = CsrH - 3: TileNum = TileNum - 10 '                   cursor vertical -2, horiz -3, tile number -8  (-1 row -1)
            Tile$ = Tiles$(TileNum) '                                                    identify the tile
        Case 57 ' 9, up-right
            If CsrV < 8 Or CsrH > 49 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrV = CsrV - 2: CsrH = CsrH + 3: TileNum = TileNum - 8
            Tile$ = Tiles$(TileNum)
        Case Is = 52 ' 4, left
            If CsrH < 31 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrH = CsrH - 3: TileNum = TileNum - 1
            Tile$ = Tiles$(TileNum)
        Case Is = 54 ' 6, right
            If CsrH > 49 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrH = CsrH + 3: TileNum = TileNum + 1
            Tile$ = Tiles$(TileNum)
        Case Is = 50 ' 2, down
            If CsrV > 24 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrV = CsrV + 2: TileNum = TileNum + 9
            Tile$ = Tiles$(TileNum)
        Case Is = 49 ' 1,  down left
            If CsrV > 24 Or CsrH < 31 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrV = CsrV + 2: CsrH = CsrH - 3: TileNum = TileNum + 8
            Tile$ = Tiles$(TileNum)
        Case Is = 51 ' 3, down right
            If CsrV > 24 Or CsrH > 49 Then GoTo Move
            Locate CsrV, CsrH: white: Print Tile$
            CsrV = CsrV + 2: CsrH = CsrH + 3: TileNum = TileNum + 10
            Tile$ = Tiles$(TileNum)
        Case Is = 53 '                                                                        5, repeat letter under the cursor
            If pickup = 0 Then Play Bad$: GoTo Move '                                         if pickup not active, ignore
            white: Locate CsrV, CsrH: Print Tile$: _Delay .2: Locate CsrV, CsrH: red: Print Tile$ '              flash this tile
        Case Is = 32 '                                                                        Space, toggle pickup on/off
            If CsrV = 27 Then GoTo Move '                                                     if still outside the grid, ignore
            WIPE "05"
            If pickup = 0 Then
                pickup = 1 '                                                                  if pickup is off, turn it on,
                Locate CsrV, CsrH
                white: Locate CsrV, CsrH: Print Tile$: _Delay .2: Locate CsrV, CsrH: red: Print Tile$ '          flash this tile,
                centre "Letter-pickup is ON ", 5 '                                            advise pickup turned on
            Else
                pickup = 0 '                                                                  but if pickup is on, turn it off,
                T2 = Timer '                                                                  get finish time for word entry
                WIPE "05"
                Evaluate '                                                                    evaluate the word
                Exit Sub
            End If
        Case Else
            Play Bad$
            GoTo Move
    End Select
    red: Locate CsrV, CsrH: Print Tile$ '                                                    show the current tile in red
    If pickup = 1 Then
        ThisWord$ = ThisWord$ + Tile$ '                                                      if pickup active, add this tile to picked tiles string,
        WordVal = WordVal + Len(ThisWord$) '                                                 inc value by length of word$
        yellow: centre ThisWord$, 27
        centre Str$(WordVal), 28
    End If
    GoTo Move
End Sub

Sub Evaluate '                                                                                good words score wordval+runbonus-timepenalty
    Value = 0 '                                                                               initialise word value
    WordTime = Int(T2 - T1) '                                                                 get time taken in entering word
    OverTime = WordTime - 5 - Len(ThisWord$) '                                                allow 5 seconds free, and 1 second per letter
    If OverTime < 0 Then OverTime = 0 '                                                       no bonus for quick entry
    Checkdictionary:
    Found = 0 '                                                                               set Found flag to fail
    Open "R_ALL15" For Random As #1 Len = 19
    FL = LOF(1) \ 19 + 1 '                                                                    number of words in file
    bot = 0: top = FL
    While Abs(top - bot) > 1
        srch = Int((top + bot) / 2)
        Get #1, srch, a$
        a$ = UCase$(a$)
        Select Case a$
            Case Is = ThisWord$
                Found = 1
                Exit While
            Case Is < ThisWord$
                bot = srch
            Case Is > ThisWord$
                top = srch
        End Select
    Wend
    Close
    txt$ = "Word value" + Str$(WordVal) + "   Run-Bonus:" + Str$(Bonus) + "   Time penalty:" + Str$(OverTime)
    centre txt$, 2
    If Found = 0 Then
        Play Bad$
        txt$ = "The word is not accepted"
        red: centre txt$, 4
        Scores(Plr) = Scores(Plr) - WordVal - Bonus - OverTime '                                 basic value subtracted for fail
    Else
        Play OK$
        txt$ = "The word is accepted "
        yellow:: centre txt$, 4
        Words$(Plr) = Words$(Plr) + "  " + ThisWord$
        Scores(Plr) = Scores(Plr) + WordVal + Bonus - OverTime '                                 basic value added for accepted word
    End If
    If Scores(1) >= WinScore Or Scores(2) >= WinScore Then
        Winner '                                                                                 if win score is reached, game ends, jump to Winner sub
    Else '                                                                                       but if winscore is not reached,
        Bonus = 0
        pickup = 0 ' reset bonus and turn off pickup
    End If
    Sleep 2
    yellow
    WIPE "0203042734"
    yellow: Locate 3, 5: Print Names$(1); ": ";: white: Print Scores(1);
    If NP = 2 Then yellow: Locate 3, 65: Print Names$(2); ": ";: white: Print Scores(2)
    WIPE "272829"
    Sleep 2
End Sub

Sub Winner
    GameTime = Int(T2 - T0)
    Sleep 2: Cls
    Txt$ = Names$(1) + " scored" + Str$(Scores(1))
    centre Txt$, 15
    centre "Words:", 16
    white: centre Words$(1), 17
    If NP = 2 Then
        yellow: Txt$ = Names$(2) + " scored" + Str$(Scores(2))
        centre Txt$, 19
        centre "Words:", 20
        white: centre Words$(2), 21
        yellow: centre "And the winner is...", 23
        For a = 1 To 10: Play OK$: Next: Sleep 1
        If Scores(2) > Scores(1) Then winr = 2 Else winr = 1
        centre Names$(winr), 24
        _Delay 5
    Else '                                                                            single-player ending
        Txt$ = "Your time to reach Target was " + LTrim$(Str$(GameTime)) + " seconds"
        yellow: centre Txt$, 21
        ShowBest:
        yellow: Print: centre "Previous fastest single-players", 24: white: Print
        For a = 1 To 5
            Print Tab(30); Best$(a, 1); Tab(40); Best$(a, 2); " seconds"
        Next
        _Delay 5

        CompareBest:
        swop = 0
        For a = 1 To 5 '                                                                compare this game with best 5
            If GameTime < Val(Best$(a, 2)) Then '                                       if the record time is longer than this game time
                For b = 5 To a + 1 Step -1
                    Best$(b, 1) = Best$(b - 1, 1): Best$(b, 2) = Best$(b - 1, 2) '      move all after a down 1
                Next
                Best$(a, 1) = Names$(Plr): Best$(a, 2) = Str$(GameTime) '               place this player name and time in position a
                swop = 1 '                                                              flag swap made and stop checking
                Exit For
            End If '                                                                    if no swap, check next best
        Next

        BestBeaten:
        If swop = 1 Then
            centre "Updating", 32
            Sleep 1
            Open "ripbest" For Output As #1
            For a = 1 To 5
                Write #1, Best$(a, 1), Best$(a, 2)
            Next
            Close
        End If
        Cls
        yellow: Print: centre "Fastest single-players", 12: white: Print
        Open "ripbest" For Input As #1
        For a = 1 To 5
            Input #1, Best$(a, 1), Best$(a, 2)
            Print Tab(30); Best$(a, 1); Tab(40); Best$(a, 2); " seconds"
        Next
        Close
        _Delay 5
        Run
    End If
End Sub

Sub WIPE (ln$) '                                                                              ln$ is 2-digit line-numbers eg "0122" is lines 1 and 22)
    For a = 1 To Len(ln$) - 1 Step 2 '                                                        get 2 digits for wipe-line,
        wl = Val(Mid$(ln$, a, 2)) '                                                           and wipe that line
        Locate wl, 1: Print Space$(CPL);
    Next
End Sub

Sub red
    Color _RGB(255, 0, 0)
End Sub

Sub yellow
    Color _RGB(255, 255, 0)
End Sub

Sub white
    Color _RGB(255, 255, 255)
End Sub

Sub centre (txt$, linenum) '                                                                  centres text on selected line
    ctr = Int(CPL / 2 - Len(txt$) / 2) + 1 '                                                  centre is half of chars per line minus half string-length
    Locate linenum, ctr
    Print txt$
End Sub

Sub instructions
    Cls: yellow: centre "Ripple Instructions", 3: Print: white
    Print "   A square grid of letters is presented, and changes in the letters "; Chr$(34); "ripple"; Chr$(34);
    Print "   down the screen continually, one letter at a time. The players try to find"
    Print "   words in the grid, earning points for each word based on its length. The"
    Print "   speed of the ripple can be adjusted during play.": Print
    Print "   Words consist of a series of adjacent letters. The first letter scores one"
    Print "   point, and successive letters score one more point than the previous one."
    Print "   For example a 4-letter word is worth 1+2+3+4=10 points."
    Print "   Letters can be used multiple times, and the word can bend in any direction,"
    Print "   including across previous letters. All words are checked by the computer.": Print
    Print "   To discourage players from claiming to have found a word, then trying to"
    Print "   find one, a Timer measures the time taken to enter each word, allowing five"
    Print "   free seconds, then one second per letter. Excess time lowers the score,"
    Print "   while lesser time raises it, one second per letter.": Print
    Print "   When the player finds a word, they press a Shift key. Then they move to the"
    Print "   first letter of the word and press Space to start choosing letters, and move"
    Print "   to each letter of the word in turn to select them. They finish their word by"
    Print "   pressing Space again.": Print
    Print "   For two-player games, the winner is the first to reach the target of 200"
    Print "   points, while for single-player games, the time taken to reach this target"
    Print "   is compared with a record of previous game times, and if shorter, their name"
    Print "   and time are placed in this record. This time may be reduced by selecting a"
    Print "   faster Ripple rate, but words will be more difficult to find."
    yellow: centre "Press any key for Game Keys", 32
    Sleep: Play OK$: Cls
    centre "GridWords Instructions - Game Keys", 4: white: Print: Print
    Print Tab(22); "Left-shift"; Tab(34); "Assigned Claim key for Player 1": Print
    Print Tab(21); "Right-shift"; Tab(34); "Assigned Claim key for Player 2": Print
    Print Tab(25); "<Space>"; Tab(34); "Starts/stops letter-pickup and timer": Print
    Print Tab(18); "Numeric keypad"; Tab(34); "Moves in direction of keys:": Print: yellow
    Print Tab(36); "7   8   9"
    Print Tab(37); "\ "; " "; Chr$(179); " "; " /"
    Print Tab(36); "4 -";: red: Print " 5";: yellow: Print " - 6"
    Print Tab(37); "/ "; " "; Chr$(179); " "; " \"
    Print Tab(36); "1   2   3": white: Print
    Print Tab(16); "Numeric keypad 5"; Tab(34); "Repeats the letter under the cursor": Print
    Print Tab(26); "- or _"; Tab(34); "Slows down letter-changing": Print
    Print Tab(26); "= or +"; Tab(34); "Speeds up letter-changing": Print
    Print Tab(24); "Q or Esc"; Tab(34); "Quits the game and returns to System"
    yellow: centre "Press a key to start", 30: Sleep: Cls: Play OK$
End Sub


Attached Files
.7z   R_ALL15.7z (Size: 653.84 KB / Downloads: 52)
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, Western Australia.) Big Grin
Please visit my Website at: http://oldendayskids.blogspot.com/
Reply
#2
Yo,

I promise ill get round to testing it and give you my feedback soon. In the meantime, the premise made me think of a game called boggle i used to play with my parents...could you make that? 

Thanks

John

https://en.wikipedia.org/wiki/Boggle
Reply
#3
(09-15-2025, 03:34 PM)Unseen Machine Wrote: Yo,

I promise ill get round to testing it and give you my feedback soon. In the meantime, the premise made me think of a game called boggle.
i used to play with my parents...could you make that? 

Thanks

John

https://en.wikipedia.org/wiki/Boggle

Thanks Unseen. 
Sorry to take so long to reply, but it's your fault lol.
You suggested a game of Boggle, and I got inspired to try it, so I've been doing that. I'll post the result separately.
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, Western Australia.) Big Grin
Please visit my Website at: http://oldendayskids.blogspot.com/
Reply
#4
(09-22-2025, 02:25 AM)PhilOfPerth Wrote:
(09-15-2025, 03:34 PM)Unseen Machine Wrote: Yo,

I promise ill get round to testing it and give you my feedback soon. In the meantime, the premise made me think of a game called boggle.
i used to play with my parents...could you make that? 

Thanks

John

https://en.wikipedia.org/wiki/Boggle

Thanks Unseen. 
Sorry to take so long to reply, but it's your fault lol.
You suggested a game of Boggle, and I got inspired to try it, so I've been doing that. I'll post the result separately.

Already done! for you!
https://qb64phoenix.com/forum/showthread...7#pid36117
  724  855  599  923  575  468  400  206  147  564  878  823  652  556 bxor cross forever
Reply
#5
(09-22-2025, 03:28 PM)bplus Wrote:
(09-22-2025, 02:25 AM)PhilOfPerth Wrote:
(09-15-2025, 03:34 PM)Unseen Machine Wrote: Yo,

I promise ill get round to testing it and give you my feedback soon. In the meantime, the premise made me think of a game called boggle.
i used to play with my parents...could you make that? 

Thanks

John

https://en.wikipedia.org/wiki/Boggle

Thanks Unseen. 
Sorry to take so long to reply, but it's your fault lol.
You suggested a game of Boggle, and I got inspired to try it, so I've been doing that. I'll post the result separately.

Already done! for you!
https://qb64phoenix.com/forum/showthread...7#pid36117

Thanks bplus.
I wasn't really concerned with previous renditions - it was more just a mental exercise for me.
Anyway, it's done now, and I was able to add a few of my own enhancements/disenhancements to it.
I'm happy with it, so, I'll post it anyway, for what it's worth.
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, Western Australia.) Big Grin
Please visit my Website at: http://oldendayskids.blogspot.com/
Reply
#6
Quote:Thanks bplus.
I wasn't really concerned with previous renditions - it was more just a mental exercise for me.
Anyway, it's done now, and I was able to add a few of my own enhancements/disenhancements to it.
I'm happy with it, so, I'll post it anyway, for what it's worth.

Yeppers! Thats all that matters!
  724  855  599  923  575  468  400  206  147  564  878  823  652  556 bxor cross forever
Reply


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