The simplest way is to have a bitmap animation...with the numbers you want then
my.frame = points in its while loop points would be the number you want to show, my.frame is the pointer to the animation entity and frame the number of the image you want to show
If you do not want to to do that a more long way to do it is to render out eacj bitmap number set it to a panel and do something like this
PANEL* counetr = { bmap = img000 /// This would be your image for the number 000; }
function change_number(PANEL* nPanel, BMap* new_image) { nPanel.bmap = new_image //this would be the image you need to change }
then just call it like this change_number(counter,img001);
of coarse you would still have to define all your bitmaps
the third way (so i lied lol) would be use a bitmap as the background and use a text object to hold the number