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The following explains the different elements of Cuboingo™ Script making:

Please select a topic to begin:



To the Top!  WHAT ARE CUBOINGO™ SCRIPTS?

Cuboingo™ Scripts are simple text files that allow you to control many aspects of a Cuboingo™ game. When you start a game, Cuboingo™ reads through the selected*** Game Script to find out what kind of a game it will have the player experience. You have almost unlimited control over colors, speeds and durations of time for different aspects of the game simply by entering numbers in the Cuboingo™ Script. Cuboingo™ Scripts can be as simple as a few lines or contain many lines of "code," within the acceptable parameters set forth in the "Cuboingo™ Script Components" section below.

*** The Cuboingo™ Demo uses 1 Game Script. Only the full version of Cuboingo allows you to load, edit and save Game Scripts.

Some practical examples of Cuboingo™ Script applications include:

  • Customize the colors of the game to your liking
  • Create a progression of game difficulty best for you
  • Since there are cubes with 1 square per side, all the way to 9 squares per side, you can create a progression using one or more of these that is most interesting to you.
  • Create a very wacky gaming experience!
  • Share your Cuboingo™ Scripts with other Cuboingo™ players online!
  • Participate in Cuboingo™ Script-making contests!
To the Top!  CUBOINGO™ SCRIPT COMPONENTS

Cuboingo™ Scripts are composed of Functions and Values. Functions are commands, such as "how fast to drop the shape," that tell Cuboingo™ to do something. Values are used to tell Cuboingo™ how much or little of the Function to actually perform, such as "make the shape fall at a speed of 2." All you need to do is to learn the Functions and the Values to enter, and you're all set to go. Below lists most of the Cuboingo™ Script Functions, along with a Value range to use, followed by a usage example.

Unless stated otherwise, times are displayed in milliseconds (1 second = 1000 milliseconds)



Header Information



FUNCTION: Author
VALUE RANGE: Approximately 35 total characters.
DEFAULT VALUE: ~blank~
USAGE: Once in [Header Info] section

This Function identifies the author of the Cuboingo™ Script. This information is displayed in the 'Load Script' dialog at the bottom.

EXAMPLE:
Author = Blarbo
(tells Cuboingo™ that someone named "Blarbo" wrote the script)



FUNCTION: Countdown
VALUE RANGE: 00:01, 00:02,... 00:59, 01:00,
01:01,... 99:99 (minutes:seconds)
DEFAULT VALUE: ~none~
USAGE: Once in [Header Info] section

This Function tells Cuboingo™ to make the game a "countdown" style game, whereby a total time starts ticking down once the game starts. This information is displayed as "Timed:" in the 'Load Script' dialog at the bottom.

EXAMPLE:
Countdown = 05:00
(tells Cuboingo™ to start counting down from 5 minutes)



FUNCTION: Description
VALUE RANGE: Approximately 128 total characters.
DEFAULT VALUE: ~blank~
USAGE: Once in [Header Info] section

This Function displays any description of the Cuboingo™ Script that the Author chooses to provide. This information is displayed in the 'Load Script' dialog at the bottom.

EXAMPLE:
Description = This script is very, very easy for people with fast fingers!



FUNCTION: Difficulty
VALUE RANGE: Approximately 15 total characters.
DEFAULT VALUE: ~blank~
USAGE: Once in [Header Info] section

This Function tells a player how difficult the Cuboingo™ Script is to play (according to its Author). This information is displayed in the 'Load Script' dialog at the bottom.

EXAMPLE:
Difficulty = Medium-Difficult
(tells a Cuboingo™ player that the author thinks this Script is between "medium" and "difficult")



FUNCTION: MaxLevels
VALUE RANGE: 1, 2, 3, ...999
DEFAULT VALUE: 1
USAGE: Once in [Header Info] section

This Function tells Cuboingo™ how many levels it should play before quiting. The Value should be at least the maximum level number listed in your Cuboingo™ script, and can be set higher. This information is displayed as "Levels:" in the 'Load Script' dialog at the bottom. Note: If you do not specify a MaxLevels value, then will display in the 'Load Script' dialog.

EXAMPLE:
MaxLevels = 100
(tells Cuboingo™ to quit after level 100)



FUNCTION: Name
VALUE RANGE: Approximately 35 total characters.
DEFAULT VALUE: ~blank~
USAGE: Once in [Header Info] section

This Function identifies the name of the Cuboingo™ Script. This information is displayed in the 'Load Script' dialog at the bottom.

EXAMPLE:
Name = "Roller Coaster!"
(tells Cuboingo™ that the script is called "Roller Coaster!")



Level Information



FUNCTION: DecMissAtEnd
VALUE RANGE: no, yes
DEFAULT VALUE: no
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ whether or not to decrease your mistake count by one when you pass the level.

EXAMPLE:
DecMissAtEnd = yes
(tells Cuboingo™ to remove a mistake when you pass the level!



FUNCTION: Directions
VALUE RANGE: 1, 2, or 3
DEFAULT VALUE: 3
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ the maximum number of different directions from which a piece may fall (from above, from left or from right).

EXAMPLE:
Directions = 2
(tells Cuboingo™ it can drop falling pieces from any two directions)



FUNCTION: GlowCount
VALUE RANGE: 1, 2, 3,...
DEFAULT VALUE: 2
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how many times to make the "hint glow" flash.

EXAMPLE:
GlowCount = 2
(tells Cuboingo™ to make the "hint glow" flash twice)



FUNCTION: GlowTime
VALUE RANGE: 100, 101, ...9999
DEFAULT VALUE: 2000
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how long to display the "hint glow." The hint glow helps forewarn a player as to the location and color of the next falling piece towards your cube. The "MaxColor" value determines the color of the "hint glow."

EXAMPLE:
GlowTime = 2500
(tells Cuboingo™ to display the hint glow for 2.5 seconds)



FUNCTION: GracePeriod
VALUE RANGE: 1, 2, 3, ...100
DEFAULT VALUE: 25
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ a percentage of time before the cube stops rotating to accept new rotation commands. Note that only the most recent command within that percentage of time will be used.

EXAMPLE:
GracePeriod = 50
(tells Cuboingo™ to accept rotation commands in the last half of any given rotation)



FUNCTION: FallTime
VALUE RANGE: 1, 2, 3,
DEFAULT VALUE: 4000
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how long it takes for a new piece to fall from off-screen to your cube.

EXAMPLE:
FallTime = 2500
(tells Cuboingo™ to drop a falling piece in two and a half seconds)



FUNCTION: FallTime1, FallTime2, and FallTime3
VALUE RANGE: 1, 2, 3,...
DEFAULT VALUE: 4000 or the value of the lower FallTime number (i.e. FallTime2 uses FallTime1's Value by default)
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

These three Functions tell Cuboingo™ the time it will take for a piece or pieces to fall towards the cube from the first, second and third directions (or whichever the Value set in the Function "Directions").

EXAMPLE:
FallTime1 = 2000
FallTime2 = 1000

(assuming the "Directions" Function is set to 2 or more, this tells Cuboingo™ to make the pieces take 2 seconds to fall towards the first direction, and 1 second to fall towards the second - and third, if any - direction)



FUNCTION: IdleTime
VALUE RANGE: 1, 2, 3, ...9999
DEFAULT VALUE: 1000
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ the amount of time between the matching of a piece, and the hint glow of the next falling piece towards your cube.

EXAMPLE:
IdleTime = 1024
(tells Cuboingo™ to wait just over a second before the next hint glow)



FUNCTION: MaxColors
VALUE RANGE: 1, 2, 3, ...6
DEFAULT VALUE: 6
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ the maximum number of different colors to display for any given level.

EXAMPLE:
MaxColors = 3
(tells Cuboingo™ to display three different colors on your cube)



FUNCTION: MaxPieces
VALUE RANGE: 0 (no limit), 1, 2,...
DEFAULT VALUE: 0
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ the maximum number of simultaneous pieces that can fall in any group of falling pieces.

EXAMPLE:
MaxPieces = 5
(tells Cuboingo™ that at no time can it send more than 5 falling pieces towards your cube from any given direction)



FUNCTION: Music
VALUE RANGE: ???.mp3
DEFAULT VALUE: demo.mp3 (embedded)
USAGE: Maximum of once per [Level] section
No minimum per Cuboingo™ Script

This Function tells Cuboingo™ what .mp3 music to play and where to look in relation to the Cuboingo/Music folder.

EXAMPLE:
Music = spinning.mp3
(tells Cuboingo™ to play the "spinning.mp3" music file located in the Cuboingo/Music folder)



FUNCTION: NoSames
VALUE RANGE: no, yes
DEFAULT VALUE: no
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ whether a piece hitting the same color that is already filled will count as an error or not.

EXAMPLE:
NoSames = yes
(tells Cuboingo™ to count a mistake every time you correctly match a color that has already been filled!)



FUNCTION: PickDirMethod
VALUE RANGE: Random, Sequential, SequentialSideFull or EmptyDirOnly
DEFAULT VALUE: Random
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how to pick the direction from which pieces will fall. There are four possible values to choose from:

  1. Random (default) - pick a random direction (up to max directions)

  2. Sequential - picks the max number of directions, then sequentially runs through them

  3. SequentialSideFull - pick a direction and stick with it until one of its sides is full

  4. EmptyDirOnly - only pick an empty direction (no more than 3 falling pieces at a time)

EXAMPLE:
PickDirMethod = Random



FUNCTION: PickFaceMethod
VALUE RANGE: Random, RandomNoRotate or Sequential
DEFAULT VALUE: Random
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how to pick which specific square to send a falling piece or pieces towards. It will not pick faces that are full, but will use one of the following three methods to choose the face (square):

  1. Random (default) - randomly choose a series of faces to fill, then take the resulting side and rotating it (requiring the user to rotate)

  2. RandomNoRotate - randomly choose a series of faces to fill (the old method that ends up the user not having to rotate sometimes)

  3. Sequential - choose a sequence of faces (starting from upper-left and moving right, then down and so on...)

EXAMPLE:
PickFaceMethod = RandomNoRotate



FUNCTION: PickSideMethod
VALUE RANGE: Random, Sequential or SequentialSideFull
DEFAULT VALUE: Random
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how to pick the side it will send falling pieces towards. It will not pick a side that is full or about to be filled. There are three possible values to choose from:

  1. Random (default) - picks a random one of the remaining unfilled sides

  2. Sequential - of the remaining unfilled sides it picks a sequence

  3. SequentialSideFull - picks a side and sticks with it until it's full

EXAMPLE:
PickSideMethod = Sequential



FUNCTION: RotationRate
VALUE RANGE: 1, 2, 3, ...1000 degrees/second
DEFAULT VALUE: 720
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how long it takes to rotate your cube (once).

EXAMPLE:
RotationRate = 90
(tells Cuboingo™ to take one second to rotate your cube 90 degrees, or one rotation)



FUNCTION: SimultaneousPieces
VALUE RANGE: 1, 2,... 10
DEFAULT VALUE: 1
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how many falling pieces it can send at once towards your cube.

EXAMPLE:
SimultaneousPieces = 6
(tells Cuboingo™ it can drop a maximum of six pieces at once)



FUNCTION: SpeedUp
VALUE RANGE: 1.0, 1.1, ...9.9
DEFAULT VALUE: 2.0
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ the amount to speed up game play when the "Shift" key is held down. The Value of the SpeedUp Function actually multiplies the values you set for other speed-related Functions, so 2.0 would double all speeds while the "Shift" key is held down.

EXAMPLE:
SpeedUp = 2.5
(tells Cuboingo™ to speed up gameplay two and a half times when the "Shift" key is held down)



FUNCTION: StartLevel
VALUE RANGE: 1, 2, or 3
DEFAULT VALUE: 1
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ how many squares per side of your cube to display:
Value of 1 = sides display 1x1 (1 total square per side)
Value of 2 = sides display 2x2 (4 total squares per side)
Value of 3 = sides display 3x3 (9 total squares per side)

EXAMPLE:
StartLevel = 2
(tells Cuboingo™ to display each side of your cube as a 2x2)



To the Top!  CUBOINGO™ COLOR

Cuboingo™ color is displayed using the classic Red, Green and Blue format, or RGB. Three Values (R, G and B), with a space in between, combine to determine the color. The range of each Value is 0 (nothing) to 255 (maximum). Thus, a color described as "0 0 255" means Red=0 Green=0 Blue=255. Another way to say it would be a "color without red or green, leaving only blue"... or just "blue" for everyone in the civilized world :P

Although you can specify how many colors you want your cube to be in any given level, you cannot specify which of the six color slots Cuboingo™ will choose to display. For this reason, you must always supply SIX color descriptions for both the DimColor and MaxColor Functions (described below):



FUNCTION: DimColor1, DimColor2, ...DimColor5
VALUE RANGE: 0-255 0-255 0-255
DEFAULT VALUE: DimColor1 = 160 127 0
DimColor2 = 127 0 127
DimColor3 = 127 0 0
DimColor4 = 0 0 127
DimColor5 = 127 127 127
DimColor6 = 0 127 64
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ up to six colors to display for the falling pieces, and for the empty squares on your cube. Each DimColor (1-6) should correspond with the "filled" version in MaxColor (1-6). There is no rule, however that says this should be any certain color.

EXAMPLE:
DimColor1 = 255 0 0
DimColor2 = 255 0 0
DimColor3 = 255 0 0
DimColor4 = 255 0 0
DimColor5 = 255 0 0
DimColor6 = 255 0 0

...These Values tell Cuboingo™ to display an empty cube as completely red.



FUNCTION: MaxColor1, MaxColor2, ...MaxColor5
VALUE RANGE: 0-255 0-255 0-255
DEFAULT VALUE: MaxColor1 = 255 200 0
MaxColor2 = 255 0 255
MaxColor3 = 255 0 0
MaxColor4 = 0 0 255
MaxColor5 = 255 255 255
MaxColor6 = 0 255 127
USAGE: Maximum of once per [Level] section
Minimum of once per Cuboingo™ Script

This Function tells Cuboingo™ up to six colors to display for the filled squares on your cube. Each MaxColor (1-6) should correspond with the "empty" version in DimColor (1-6). There is no rule, however that says this should be any certain color. Note: The MaxColor value also specifies the "hint glow" color.

EXAMPLE:
MaxColor0 = 0 0 255
MaxColor1 = 0 0 255
MaxColor2 = 0 0 255
MaxColor3 = 0 0 255
MaxColor4 = 0 0 255
MaxColor5 = 0 0 255

...These Values tell Cuboingo™ to display a blue in a square that is correctly filled.



To the Top!  HOW TO MAKE CUBOINGO™ SCRIPTS

Now that the components have been explained, it's time to learn how to compose them into your first Cuboingo™ Script! To make a Cuboingo™ Script, you simply string together a list of the above Functions and Values in a progression. A progression is broken into "Levels," as displayed in the upper-right of your Cuboingo™ game window when playing. Use any text editor to create a blank text file, or simply save an existing Cuboingo™ Script file and edit it in the text editor.

Script Rules:

  • The Header title must appear first and be written as [Header Info]

  • Level 1 should follow the Header contents and be written as [Level 1]

  • Only [Header Info] and [Level 1] (plus their Functions and Values) are required to make a unique script. All other Levels (with Functions and Values) are optional.

  • Level 2 (and all successive levels) should be written as [Level 2] (or 3,4,5... etc.)

  • A Script's highest Level should never exceed its MaxLevels value.
    (i.e. [Level 101] does not work if MaxLevels = 100)

  • The Header and all Level settings should be included in one text file and saved with any name as a .txt file. (i.e. "my_cuboingo_script.txt")

  • Function names never have spaces in them and must be spelled correctly!

  • Value ranges must match their Functions
    (see Cuboingo™ Script Components)

  • There is no specific order you must list Functions in your script, other than listing [Header Info] then [Level 1], etc. in order.

  • The spaces listed before and after the Equal = sign in Function names are completely optional (used for ease of readability only)

  • Cuboingo™ will use the default value for any Function you do not include in your Script.

Tutorial:
Let's learn about Cuboingo™ Scripts by looking at one, then adding to it:



[Header Info]
MaxLevels = 100

[Level 1]
RotationRate = 90
GlowTime = 2000
GracePeriod = 25
FallTime = 3000
IdleTime = 500
MaxColors = 1
StartLevel = 1
Multiple = 0
Directions = 1
SimultaneousPieces = 1
SpeedUp = 3.0



From the above Cuboingo™ Script, we can see that there are 100 levels before the game will quit. There is no time specified, so Cuboingo™ will count the amount of time you play the game (by default). Level 1 is the first level of the game, and this script lists all of the necessary starting Functions and Values. According to this script, it takes one second to rotate the cube 90 degrees (or one rotation per second). There is a two second "hint glow" before a falling piece takes three seconds to reach your cube, after which there is a half-second delay before the next "hint glow." Your cube is all the same color and has one square per side, and will only let one piece fall at a time, from one direction. When you press the "Shift" key, gameplay will be three times faster.

Now, there is one element missing from the above script, which needs to be there. Can you think of what that is? The answer is the color of your cube! Since the the "MaxColors" Function says there will be only one color for this level, we should make sure that all six DimColors are identical to each other, and all six MaxColors are identical to each other. For example, to make your entire cube a radioactive pink-purple color, use the RGB color value 255 0 255 as follows:

DimColor1 = 255 0 255
DimColor2 = 255 0 255
DimColor3 = 255 0 255
DimColor4 = 255 0 255
DimColor5 = 255 0 255
DimColor6 = 255 0 255

Remember, the "DimColor" Function is for the darker, or "unfilled" squares of your cube, and for the falling pieces. So, in this case, we probably want to make the 255 0 255 RGB color the "filled" Value for the MaxColor Function instead. For the DimColor, let's choose a darker version of the same color:

DimColor1 = 127 0 127
DimColor2 = 127 0 127
DimColor3 = 127 0 127
DimColor4 = 127 0 127
DimColor5 = 127 0 127
DimColor6 = 127 0 127


Now, let's make the "filled" version (MaxColor) be the original, hideous radioactive pink-purple color:

MaxColor1 = 255 0 255
MaxColor2 = 255 0 255
MaxColor3 = 255 0 255
MaxColor4 = 255 0 255
MaxColor5 = 255 0 255
MaxColor6 = 255 0 255


So, the full script would combine the color information we just set, plus the original components, to read:



[Header Info]
MaxLevels = 100

[Level 1]
RotationRate = 90
GlowTime = 2000
GracePeriod = 25
FallTime = 3000
IdleTime = 500
MaxColors = 1
StartLevel = 1
Multiple = 0
Directions = 1
SimultaneousPieces = 1
SpeedUp = 3.0

DimColor1 = 127 0 127
DimColor2 = 127 0 127
DimColor3 = 127 0 127
DimColor4 = 127 0 127
DimColor5 = 127 0 127
DimColor6 = 127 0 127
MaxColor1 = 255 0 255
MaxColor2 = 255 0 255
MaxColor3 = 255 0 255
MaxColor4 = 255 0 255
MaxColor5 = 255 0 255
MaxColor6 = 255 0 255




NOTE: ALL VALUES WILL REPEAT EVERY LEVEL UNLESS CHANGED.

A Function and its Value in Level 1 will repeat until that Function is written again in a new level with a new Value.


Now, to make a simple next level (Level 2)...

Let's say we want everything the same as Level 1 except we want the "FallTime" to be faster (say, 800 degrees per second!), and have two colors on the cube in Level 2. We would write only the Functions that change, so the script would continue with:



[Level 2]
FallTime = 800
MaxColors = 2



What's missing? Yes - the color... Cuboingo™ does not know what the second color should be. We need to define both the DimColor and MaxColor for that second color. Let's make it gray, and Level 2 would read:



[Level 2]
FallTime = 800
MaxColors = 2

DimColor1 = 127 0 127
DimColor2 = 127 0 127
DimColor3 = 127 0 127
DimColor4 = 63 63 63
DimColor5 = 63 63 63
DimColor6 = 63 63 63
MaxColor1 = 255 0 255
MaxColor2 = 255 0 255
MaxColor3 = 255 0 255
MaxColor4 = 127 127 127
MaxColor5 = 127 127 127
MaxColor6 = 127 127 127



Notice how DimColor1-3 and MaxColor1-3 are still the pink-purple color, while DimColor4-6 and MaxColor4-6 represent the new "gray" color. We could have made any combination, as long as three were of each color. That is to say, as long as the Dim and Max correspond to each other (as "darker" to "lighter" versions of the same color), we could have made DimColor1-3 and MaxColor1-3 the gray... or 1, 3 and 5 for each the gray...

Just remember this: Enter the RGB color values you want for as many total colors you want (and make sure the number in the "MaxColors" Function is set to the same Value). For any extra DimColor or MaxColor slots, just enter duplicate RGB values (i.e. You want 2 colors? Enter 2 sets of RGB color values for both the Dim and Max Values, and since you've got 6 slots, duplicate each RGB color twice... for a total of 3 copies of each color... 2x3=6).

Now, for some of you who are wondering "what about if I want 4 or 5 colors?" This is a good question, but easy enough to answer. Here is a sample of 4 colors, followed by an example of 5. Both are the same, save the 5-color version has an extra color...

If "MaxColors" Function has a Value of 4...



DimColor1 = 127 127 127
DimColor2 = 127 127 0
DimColor3 = 127 0 127
DimColor4 = 0 127 127
DimColor5 = 0 127 127
DimColor6 = 127 127 127
MaxColor1 = 127 127 127
MaxColor2 = 255 255 0
MaxColor3 = 255 0 255
MaxColor4 = 0 255 255
MaxColor5 = 0 255 255
MaxColor6 = 255 255 255




Notice how I repeated two of the colors, since only four of the six are taken. Similarly, for the 5 color version, only one color will be repeated...

If "MaxColors" Function has a Value of 5...



DimColor1 = 127 127 127
DimColor2 = 127 127 0
DimColor3 = 127 0 127
DimColor4 = 0 127 127
DimColor5 = 0 63 0
DimColor6 = 127 127 127
MaxColor1 = 127 127 127
MaxColor2 = 255 255 0
MaxColor3 = 255 0 255
MaxColor4 = 0 255 255
MaxColor5 = 0 127 0
MaxColor6 = 255 255 255




Alright. I think that's enough about color!

To the Top!  PREPARING YOUR CUBOINGO™ SCRIPTS

The last bit of information you need is to know how to save, edit and load your Cuboingo™ Scripts.

SAVING:
Your script can be any name (but no spaces in the name - if you want spaces, use the underscore symbol), and must be saved as a text file (with the .txt extension).

Tip: If you do not see extensions displayed for files, you can activate this in Windows by opening a desktop window, going to the "Tools" pull-down menu (or the "Options" pull-down menu for Windows2000), selecting "Folder Options," then the "View" tab, and unchecking the "Hide file extensions for known file types" button.

EDITING:
To edit your Script, open it with any text editor, make your changes, and save as described above.

LOADING:
To load your Script inside Cuboingo™, start Cuboingo™ then click "START" to open a Script-loading window. If you are in the middle of playing a game of Cuboingo™ and would like to load a Script, select the "File" pull-down menu and then "Load Script."

I hope you have found this informative. Be sure to experiment!

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