man the part of the code where it does the choices well its not in color, please help, also how do you get a skybox from skymatter into youre matrix/map?
load music "music misty room.mp3",1
play music 1
set text font "copperplate gothic light"
`cycle through next option and update choice
if upkey() = 1
if keypressed = 0
inc choice, 1
if choice > 3 then choice = 1
endif
else
leftkeypressed = 0
endif
`cycle through previous option and update choice
if downkey() = 1
if keypressed = 0
dec choice, 1
if choice < 1 then choice = 3
endif
else
rightkeypressed = 0
endif
`set colors for print options
select choice
case 1 : a = 210 : b = 100 : c = 100 : selected$ = "new game highlighted" : endcase
case 2 : a = 110 : b = 215 : c = 100 : selected$ = "load game highlighted" : endcase
case 3 : a = 100 : b = 100 : c = 255 : selected$ = "exit game highlighted" : endcase
case default : a = a : b = b : c = c : selected$ = selected$ : endcase
endselect
`pressing enter prints the selected option
if keystate(28) = 1
if choice = 3 then end
selected$ = "exit was selected"
endif
if choice = 2
selected$ = "load game was selected"
endif
if choice = 1
selected$ = "new game was selected"
endif
`reset keypressed
if scancode() = 0
keypressed = 0
else
keypressed = 1
ink rgb(255,255,255), 0
set cursor 5,5
print selected$
endif
set display mode 1024,768,16
sync on:hide mouse
set camera range 1,5000
randomize timer()
create bitmap 1,320,352
set current bitmap 1
for y=0 to 351 step 32
if y=0
for y1=0 to 31
for x=0 to 319
r=0:g=rnd(63):b=0:ink rgb(r,g,b),0:dot x,y+y1
next x
next y1
else
r2=0:r1=rnd(63)+64
g2=63:g1=rnd(63)+64
b2=0:b1=rnd(63)+64
for y1=0 to 31
for x=0 to 319:x1=32*int(x/32):x2=320-x1
r=(x2*r1+x1*r2)/320
g=(x2*g1+x1*g2)/320-rnd(63)
b=(x2*b1+x1*b2)/320
ink rgb(r,g,b),0:dot x,y+y1
next x
next y1
endif
next y
blur bitmap 1,4
get image 1,0,0,319,351
delete bitmap 1:ink rgb(255,255,255),0
set current bitmap 0
make matrix 1,2000,4000,50,50
prepare matrix texture 1,1,10,11
for z=0 to 49
for x=0 to 49
set matrix tile 1,x,z,rnd(63)+1
next x
next z
set matrix texture 1,0,1
set mipmap mode 2
load image "grass_t.bmp",1
color backdrop rgb(128,128,128)
fog color rgb(124,124,124)
fog distance 3000
fog on
dim w(10):dim mz(10):dim h(10):dim mx(10):dim f#(10):dim my#(50)
dim vh(50)
for n=0 to 49:vh(n)=(1000-sqrt(1000000-(40*(25-n))^2))/4:next n
cx=1000:cz=0
do
cz=cz+8
if cz=80
cz=0
for n=1 to 10
mz(n)=mz(n)+1
if mz(n)>w(n)
w(n)=rnd(13)+3:h(n)=rnd(60)+30
mx(n)=rnd(50):mz(n)=0-w(n):f#(n)=180/w(n)
endif
next n
for x=0 to 50
my#(x)=0:maxh=0:maxc=0
for n=1 to 10
d#=sqrt((x-mx(n))^2+mz(n)^2)
if d#<=w(n)
if h(n)>maxh then maxh=h(n):maxc=n
my#(x)=my#(x)+(cos(f#(n)*d#)+1)*h(n)
endif
next n
if maxc=0
tle#=rnd(9)+1
else
f#=w(maxc):f#=9/f#
d#=sqrt((x-mx(maxc))^2+mz(maxc)^2)
tle#=10*maxc+f#*d#+1
endif
if x<=49 then set matrix tile 1,x,49,tle#
set matrix height 1,x,49,my#(x)+vh(x)
next x
shift matrix up 1:update matrix 1
sm=sm+1
endif
cy1=get ground height(1,cx,cz):cy2=get ground height(1,cx,cz+300)
cx1=get ground height(1,cx-50,cz):cx2=get ground height(1,cx+50,cz)
v=wrapvalue(atanfull(100,cx2-cx1))-90
cx=cx+v/4
if cx<100 then cx=100
if cx>1900 then cx=1900
position camera cx,cy1+50,cz:point camera cx,cy2+50,cz+300
if sm>=50 then sync
loop
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