I suppose you are referring to this?
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
Clear Entry Buffer
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
Clear entry Buffer
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Wait 1000
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
SYNC
Wait 1000
Until Inkey$() = "p" or Inkey$() = "P"
ENDIF
Pauseflag = 0
Set Text Font "System"
It looks ok as it is, but you can make quite a few improvements. First of all, you have the exact same code twice. This means you can get rid of half of it:
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
Clear Entry Buffer
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
Clear entry Buffer
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Wait 1000
Until Inkey$() = "p" or Inkey$() = "P"
ENDIF
Pauseflag = 0
Set Text Font "System"
You don't need the clear entry buffer command. This command will clear the buffer in which all of the entries from the keyboard are stored, but you never access that buffer:
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Wait 1000
Until Inkey$() = "p" or Inkey$() = "P"
ENDIF
Pauseflag = 0
Set Text Font "System"
Also, why wait a second? Isn't that just keeping the player from unpausing?
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Until Inkey$() = "p" or Inkey$() = "P"
ENDIF
Pauseflag = 0
Set Text Font "System"
Instead of
Until Inkey$() = "p" or Inkey$() = "P", you can use
Until lower$(Inkey$())="p":
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
CLS bcolor
Paste Image 3, 0, 0, 1
Paste Image 4, 30, 140, 1
Paste Image 4, 160, 140, 1
Paste Image 4, 290, 140, 1
Paste Image 4, 420, 140, 1
Paste Image 4, 560, 140, 1
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Until lower$(inkey$())="p"
ENDIF
Pauseflag = 0
Set Text Font "System"
I bet you can put some of that into a for...next loop :
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
Repeat
CLS bcolor
Paste Image 3, 0, 0, 1
for t=0 to 3
Paste Image 4, (t*130)+30, 140, 1
next t
Paste Image 2, WolkeX, WolkeY, 1
Paste Image 2, WolkeX-123, WolkeY-40, 1
Paste Image 12, 320, 390, 1
Center Text 320, 240, "P A U S E"
SYNC
Until lower$(inkey$())="p"
ENDIF
Pauseflag = 0
Set Text Font "System"
And last, why load the image in the middle of the game? Shouldn't you load the pause image at the beginning? If you do want to load it in-game, you have to delete it after the pause loop.
If Pauseflag = 1
Set Image Colorkey RGB(0,0,0),RGB(0,0,0),RGB(0,0,0)
Load Bitmap "Graphics/PauseImage.png", 3 : rem This here can go at beginning
Get Image 12, 0, 0, 99, 99, 1
Set Current Bitmap 0
bcolor = RGB(80,190,210)
Set Text Font "Times New Roman"
Set Text Size 14
TheComet