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#GameMaker Language, 134 bytes

GameMaker Language, 134 bytes

s=" "while 1{s+="-"a=current_hour b=current_minute draw_text(0,0,string(a)+string_copy(s,1,b+1)+"#"+string(a+1)+string_copy(s,0,61-b)} 

In the settings, you must be ignoring non-fatal errors in order for this to work. Also, in GML, # is equivalent to \n in most languages.

#GameMaker Language, 134 bytes

s=" "while 1{s+="-"a=current_hour b=current_minute draw_text(0,0,string(a)+string_copy(s,1,b+1)+"#"+string(a+1)+string_copy(s,0,61-b)} 

In the settings, you must be ignoring non-fatal errors in order for this to work. Also, in GML, # is equivalent to \n in most languages.

GameMaker Language, 134 bytes

s=" "while 1{s+="-"a=current_hour b=current_minute draw_text(0,0,string(a)+string_copy(s,1,b+1)+"#"+string(a+1)+string_copy(s,0,61-b)} 

In the settings, you must be ignoring non-fatal errors in order for this to work. Also, in GML, # is equivalent to \n in most languages.

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Timtech
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#GameMaker Language, 134 bytes

s=" "while 1{s+="-"a=current_hour b=current_minute draw_text(0,0,string(a)+string_copy(s,1,b+1)+"#"+string(a+1)+string_copy(s,0,61-b)} 

In the settings, you must be ignoring non-fatal errors in order for this to work. Also, in GML, # is equivalent to \n in most languages.