It has been more than a day ago when I asked this. :'(
help me out here.
I am no surely no scripting expert, but if the all the tutorials and help files didn't help you why don't you take a look at a game where it actually works and check out how it is done there. I just searched for about five minutes to find a template for a DOTT style game with working custom save/load GUIs in it. Maybe you should take a look at those. You can find it and a lot of other templates on Puss' site http://www.freewebs.com/skimbleshanks/templates.htm.
Hope that helps
You have to refresh the list, it won't be updated automagically, one way is to do it just after saving (the second is not needed if it's already there in the code for popping up GUI #15):
if (interface==14) {
Ã, Ã,Â
SetMouseCursor(0);
Ã, Ã, if (button==0) {
Ã, Ã, Ã, // if save is pressed
Ã, Ã, Ã, // Count saved games
Ã, Ã, Ã, index=ListBoxGetNumItems(14,2); // Count saved games
Ã, Ã, Ã, if (index<20) {
Ã, Ã, Ã, Ã, Ã, GetTextBoxText(14,3,text); // Get the typed text
Ã, Ã, Ã, Ã, Ã, GUIOff (6);
Ã, Ã, Ã, Ã, Ã, SaveGameSlot(index,text); // Save game (text as description)
Ã, Ã, Ã, Ã, Ã,Â
Ã, Ã, Ã, }
Ã, Ã, Ã, else { // if saved games are 20
Ã, Ã, Ã, Ã, Ã, index=ListBoxGetSelected(14,2); // Get the selected save game
Ã, Ã, Ã, Ã, Ã, GetTextBoxText(14,3,text); // Get the typed text
Ã, Ã, Ã, Ã, Ã,Â
Ã, Ã, Ã, Ã, Ã, SaveGameSlot(savegameindex[index],text); // Overwrite the selected game
Ã, Ã, Ã, }
Ã, Ã, ListBoxSaveGameList (14,2);
Ã, Ã, ListBoxSaveGameList (15,2);
Ã, Ã, }
Ã, Ã, if (button==1) {
Ã, Ã, Ã, GUIOff (14);
Ã, Ã, Ã, game.text_shadow_color = 4;
Ã, Ã, }
}
if (interface == 15) {
if (button == 0) {
index = ListBoxGetSelected(15,2);
RestoreGameSlot(savegameindex[index]);
Ã, SetCursorMode(0);
GUIOff(15);
Ã, Ã, game.text_shadow_color = 4;
Ã, Ã, }
Ã, else if (button == 1) {
Ã, Ã, Ã, GUIOff(15);
You mean where a GUI was launched? I don't think so, but if you find any related problem, do tell.
Never mind I solved it.