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Topics - jamesreg

#1
Downloaded a fresh copy of AGS 3.5.0.24 from the main page tried to create a game on first save and start I ended up with a message that said something along the lines as the game engine appears to not have shut down properly.
I even started a blank game and did not do anything but try to run the demo game and same thing happens.




Code: ags
Error: The operation was canceled by the user
Version: AGS 3.5.0.24

System.Exception: The operation was canceled by the user ---> System.ComponentModel.Win32Exception: The operation was canceled by the user
   at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
   at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   --- End of inner exception stack trace ---
   at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at AGS.Editor.ToolStripExtended.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#2
I am having an issue with setviewport command.

I have a background which is larger then my regular room background.
However I do not want the room to scroll. I have it set up so basically there are multiple rooms on one background.
Base game is 480x270.   the background I have is 1440x540 which consist of 6 480x270 rooms on that background.

The issue I am having is if I use setviewport to change another room on that background while still in the same game room It sets the viewport correctly.
However if I do a cChar.changeroom command and setviewport during that change. It does not set the viewport correctly it sets it halfway between the background.
what do I have to do to make sure it sets it at exactly where I want it?

setviewport(960,0);
Is what I am tryng to get it to set to if I am already in that room it works like a charm but If I do same command while changing rooms it does not work and offsets the background.

it seems as if i start the character in that room it acts fine and switches viewports fine but if i change character from one room to that room it tries to be a scrolling room
#3
I am trying to figure out how to when using the intetact Icon on the player chatacter or any other non player chatacter to get it to open a gui menu above his head.
#4
I have a scrolling room with the mouse locked to the middle of the screen.

I need to have a projectile (Laser Beam) shoot out from the bottom middle of the viewport screen and head toward the target cursor in the middle of the room.

I know the draw command is the best way to do this but I would never be able to figure it out on my own.

So I know another option people use to move projectiles around on the screen is to set an invisible object or character on the screen and then make it visible and move it when needed this is going to have to be the option I take with my level of coding skills.

If this was not a scrolling room I would be able to do this with ease but beings it is a scrolling room how do I get the hidden object to always stay at bottom middle of screen as I am scrolling and being ready to shoot out when needed. Ill be shooting it with the left mouse click.

I also will be needing if it does not collide with another object or character for it to appear as if it is scalling down or getting smaller till it disapears then reset to bottom of room again.

#5
I am making a Star Trek fan game which will be mostly 90 percent Adventure game format for Landing Party missions.
But with about 10 percent Space combat stuff which will be similar to wing commander or the old star trek judgement rights game.
but also with a bit of strategy/sim stuff built in where you have to maintain your ship and crew as well.

The part that I am unable to do by myself is the space combat part.

It will mainly take place in a scrollable wrap around space background room.
You will view everything as if you are looking thought the view screen of the Enterprise.

Right now I have it set up where you can scroll and loop around the background and mouse is set to middle of screen as a target cursor.

What I need help with is the following:

1) Coding for the weapons fire (left for Phasers) (Right for Torpedoes)
I need them to look like they are fading off in the distance and show some fake distance look if they do not hit the enemy.
I can do the damage, collision stuff myself just do not know how to do the fire part.

2) Some help with Enemy AI and their movements and looking like they also have some distance at times as well.

I am willing to commission someone to help me do this not just asking for freebies or credit you as a level designer etc or both.
#6
Beginners' Technical Questions / Radar Quesion
Sun 10/02/2019 14:48:02
I have a radar gui on screen with two buttons

BEnemy1 is the npc enemy character moving around randomly on screen
BGreenDot is a button that is meant to be my location.

I have the mouse set to center of screen as a target cursor in a scrolling room
The radar shows BEnemy1 moving around as he is supposed to

But I am having problems with it not showing my position.

Note: The button tries to move but just is jumpy in the same location does not switch like it is supposed to

Here is my code for the radar

Code: ags
BEnemy1.X = cEnemy1.x/75  + (BEnemy1.Width) / 5;
  BEnemy1.Y = cEnemy1.y/80  + (BEnemy1.Width) / 5;
  
  bGreenDot.X = mouse.x/75 + (BEnemy1.Width) /5;
  bGreenDot.X=  mouse.y/75 + (BEnemy1.Width) /5;


And in case anyone wants to know or it will help here is my entire room code incase something else is messing it up like my setting the mouse to center of screen or something.

Code: ags
// room script file

//Functions
bool modeWasFlipped;
  function Nav_Mode () 
{
 
  Bridge_Battle=true;
  mouse.Visible=false;
 gTargetCursor.Visible=true;
  gTargetCursor.Centre();
  //cEgo.Transparency=100;
  cEgo.Transparency=0;
  mouse.Mode=eModeInteract;
  gGui1.Visible=true;
  
}
  
function Cursor_Mode ()
{
 
  Bridge_Battle=false;
  Mouse.Mode=eModePointer;
  mouse.Visible=true;
  gTargetCursor.Visible=false;
  cEgo.Transparency=100;
}

int centerX, centerY,  wrapWidth=1, wrapHeight=1, viewportX, viewportY;
//BEFORE ROOM LOAD SCRIPTS
function room_Load()
{
  
 BattleMode=true;
 mouse.Mode=eModeInteract;
  Nav_Mode();
  
  // Just calculate some useful values:
  
  centerX = System.ViewportWidth/2;
  centerY = System.ViewportHeight/2;
   wrapWidth = Room.Width - System.ViewportWidth;
   wrapHeight = Room.Height - System.ViewportHeight;
 }
 
// Moved all the stuff to do with the battle into its own function, to keep things tidy
void updateBattle()
{
  // TODO: Update ships and stuff
  mouse.Update(); // This makes sure we get the most up-to-date mouse coordinates
  // Calculate viewport scrolling
  int moveX = mouse.x - centerX;
  int moveY = mouse.y - centerY;
 
  // Move viewport, wrapping around
  viewportX = (viewportX + moveX + wrapWidth) % wrapWidth;
  viewportY = (viewportY + moveY + wrapWidth) % wrapWidth;
  SetViewport(viewportX, viewportY);
  mouse.SetPosition(centerX, centerY);
}


//scripts that repeatedly fire
function room_RepExec() {
  if (cEnemy1.Room == 2) {
   if (cEnemy1.Moving == false) {
     cEnemy1.Walk(Random(Room.Width), Random(Room.Height));
  }
}

 ///RADAR Enemy 1
  BEnemy1.X = cEnemy1.x/75  + (BEnemy1.Width) / 5;
  BEnemy1.Y = cEnemy1.y/80  + (BEnemy1.Width) / 5;
  
  bGreenDot.X = mouse.x/75 + (BEnemy1.Width) /5;
  bGreenDot.X=  mouse.y/75 + (BEnemy1.Width) /5;
 
 //lOCK Mouse to follow mouse
 cEgo.x = mouse.x;
 cEgo.y = mouse.y;
 

  
  
    

  // Testing script to exit game 
 
  
 //Hot ket to find enemy
if (IsKeyPressed(eKeyT)){
    SetViewport(cEgo.x, cEgo.y);
  }
 
  if (IsKeyPressed(eKeyEscape)) {
    QuitGame(0);
  }
  //End of Testing Script  
 
  if(IsKeyPressed(eKeyZ))
  {
    // We only switch mode if we haven't already done so during this keypress
    if(modeWasFlipped == false) // another way to write this is just: if(!modeWasFlipped)
    {
      if(Bridge_Battle == true)  // or just: if(Bridge_Battle)
        Cursor_Mode();
      else
        Nav_Mode();
 
      modeWasFlipped = true; // We've switched mode, so set the flag
    }
  } // End: IsKeyPressed(eKeyZ)
  else // the key is released, so we reset the flag
    modeWasFlipped = false;
 
  if(Bridge_Battle == true) // Same: if(Bridge_Battle)
    updateBattle();
}


#7
Ok,

I know there are several post on Roaming Characters in a room and there are several different ways it can be done.

Let me explain my overall goals for this so someone can help me figure out the best way of going about it and where to get started.

About the Room:

1) Main Game room size is 480x270
2) Scrolling Background size is 3000x3000
3) The room is already set up to use a target gui in the center of screen and hidden mouse also always in center.
4) The room Scrolls and loops around the edges to the opposite side of the screen as it scrolls.

Needed Goals:

1) Need to be able to have characters which will be enemy ships traveling around on the screen at random Sometimes there will be more then one.

2) Need to have enemy ship characters be able to loop around the screen just like it does when scrolling and appear on the opposite side of the screen.

Right now this is my goals to get done but in case it is needed to know future plans in order to decide the best way to go with this ill also later be wanting to do the following.

1) When the view port comes in range of the character have it use its view to turn direction toward the screen and attack and fly back off
2) Have when it is damaged beyond a certain point to flee off again or at times cloak itself
3) Have some intelligent movement going on or be able to call up special moves or turns from different angles.
4) At Random cloak and uncloak later and attack (can ags gradually reduce/increase transparency or should I look into the tween mod for this?

This second part is more complex stuff right now I am seeking to figure out mainly the roaming around and loopable stuff but I know sometimes if we do not explain all we want to do then we find out something else we plan will not work with the way we went with code to get something else to work so I wanted to explain all I was hoping to achieve with this.

So what is the best way to look into doing this.

Right now I am trying this and it allows the Ship to move around randomly when it comes to a room border it turns around and heads another direction this will work if I have to do it this way as it does look fine but would be better if I get it to wrap the scrolling screen.

Code: ags
if (cRomulanShip.Room == player.Room) {
   if (cRomulanShip.Moving == false) {
     cRomulanShip.Walk(Random(Room.Width), Random(Room.Height));


So I am halfway there on my first couple things
#8
My default screen size is 480 x 270 but I am using a 1400 x 2800 background

Beings the background is larger then the room size it is automatically a scrolling background.

What I need to achieve with this scene is the following:

1) I need the cursor to be able to move freely around the screen like normal but to cause the room to scroll
2) I need it to scroll smoothly
3) I need the mouse buttons to function
4) I need to have a GUI which will look like a view screen with a cutout that mouse clicks can pass though it will be roughly the size of the normal background room of 480x270 minus a few pixels around the 4 borders
5) I need the mouse targeting mode to be confined within the borders of that gui cutout but still scroll the screen
6) I need to be able to hit tab key and break out of the border area and be able to access other guis and tab again to return to the targeting cursor within the borders.
7) I need the screen to wrap around and continue to scroll when it hits any of the four borders smoothly and instantly

I have seen a few examples of a couple of these things in forums but I am confused about how to get it to all work the way I want and that many do it various different ways so some help getting this going would help a lot.

Ok I added this code from another post

Code: ags
function room_RepExec()
{
//Bridge facing front view
if (Bridge_Scene_Front==true) {
SetViewport(0, 0);
SetBackgroundFrame(0);

}
//Bridge facing back view
if (Brige_Scene_Back==true) {
SetViewport(480, 0);
SetBackgroundFrame(0);

}
//Close up Viewscreen view
if (Bridge_Scene_Viewscreen==true) {
SetViewport(960, 0);
SetBackgroundFrame(0);

}
//full star backgound for battle mode
if (Bridge_Scene_Battlemode==true) {
SetBackgroundFrame(1); 
ReleaseViewport();  
gBridge_Viewer_Full.Visible=true;

if (System.Windowed) mouse.SetBounds(0, 0, System.ViewportWidth - 1, System.ViewportHeight - 1);

int thisPositionX = mouse.x - System.ViewportWidth / 2;
  int thisPositionY = mouse.y - System.ViewportHeight / 2;
  // of course - AGS crashes if you don't check if the viewport is being changed beyond the boundaries
  int viewX = GetViewportX() + (thisPositionX - lastPositionX);
  int viewY = GetViewportY() + (thisPositionY - lastPositionY);
  if (viewX < 0) viewX = 0;
  else if (viewX >= Room.Width - System.ViewportWidth) viewX = Room.Width - System.ViewportWidth; 
  if (viewY < 0) viewY = 0;
  else if (viewY >= Room.Height - System.ViewportHeight) viewY = Room.Height - System.ViewportHeight;
  SetViewport(viewX, viewY);
  lastPositionX = thisPositionX;
  lastPositionY = thisPositionY;
 
  if (mouse.x < 80 || mouse.x > 240 || mouse.y < 80 || mouse.y > 160) {
    mouse.SetPosition(System.ViewportWidth / 2, System.ViewportHeight / 2);
    lastPositionX = 0;
    lastPositionY = 0;
    mouse.Visible=false;
    gTargetCursor.Centre();
  }
 if (mouse.x < 80 || mouse.x > 240 || mouse.y < 80 || mouse.y > 160) {
  mouse.SetPosition(System.ViewportWidth / 2, System.ViewportHeight / 2);
  lastPositionX = 0;
  lastPositionY = 0;
}

}
}


I used a Gui as a target cursor and made the regular mouse cursor invisible.

I have to pick up the mouse and sit it back down to scroll over large areas. but i know the above code was for a game with 320x240 my base game is 480x270 and my scrolling background is 2800x1400  i think i changed the numbers of 80, 240, 80, 160  correctly I changed them to 210, 270, 210, 220 is that correct?

I also need to know how I would go about being able to use that GUI cursor to process clicks onto characters, objects etc like it is a mouse cursor.

I also need to be able to hit tab and restore normal mouse function over the entire screen or restore mouse function when on an open gui and tab again to return to gui target cursor mode.



#9
Ok,

I know this is simple but I am missing a few things I need to do with this.
I have a ship with phasers which the power level can be charged/drained etc.

I have a label on a button that tells the power level at the time.

Global variables I have set are:
Phaser1Charged (int set to 100 at start)

Labels are:
Lphaser1health

I have this code in my global execute always script

Code: ags
Lphaser1health.Text=String.Format("%d",Phaser1Charged); // to update label
 
 
  if(IsTimerExpired(1)){
  Phaser1Charged += 5; 
  SetTimer(1, 600);
  
 }
}


My label text does indeed say 100 at start I tested it by creating a by creating a button that drops Phaser1Charged to 0 when pushed and this works my label text then says zero. But after sitting around awhile the numbers never go back up or show a change in the label.
What am I missing or still need to do?  Also how do i take an Int  and define that the min amount I want it to ever be is 0 and the max amount to never go past 100
#10


In the picture above you will see a grid system with numbers donating 001-049
The grid is a star map the squares and numbers are Star Systems or Sectors.

They player will start at grid 001 in the start of the game but it will be open ended and they can choose any grid in any order to travel to along
the way.

I will have an energy source that is consumed when the player is traveling between grids.
I want the energy source consumed based on how far the grid you are at vs the grid you are traveling to.
If you do not have enough energy to make it you will get a message telling you so.

I also want the distance traveled to also have a timer to it to the further your traveling the longer the timer before you reach your destination.

To make things even more complicated I would like to have different speeds in which you could travel (8) Speeds in total and based on how fast your traveling it will deduct energy at a greater amount and shorten the timer to get there. This last part if it is to complicated about speed I can sacrifice and leave out if I have to but it be great if i can figure it out.

Anyway one want to help me get started figuring out what I need to do to make this work the way I want.



#11
Here is what I am trying to do I am having a journal/Log Entry system in my game in which at various times a journal entry or log will be made and I want to be able to access this though in an interactive dynamic gui interface. The problem lies is the game will have nearly 500 of these log/journal entries and the game is open ended allowing the player to play any level in any order they want. Each level will have its own journal/log entry. So it is not as simple as level one text is journal entry 1 and so on.

I will have something like this 65.00.00 when the player gets a log/journal message it will change the number to 65.00.01 Imagine this as a date system 65 is years the year number.  The first set of 00 is months it will go to 12. the second set of 00 is days it will go to 30   So 65.00.01 will be the first log entry and it could be one of 500 text that I will need displayed depending on what order the player played the game levels. The player will then access a gui which allows him to click between all the various dates and review the log entries . I need to know how I can store what number I am at and apply the needed text for that number as needed.

Can someone help me figure out or how to do this or get me on the right direction.
#12
Hello,

I have some questions on a couple of the Engine Limits I have seen posted.
I am asking here because I know some of the limits have changed, Increased or been done away with over the years.
So I am wanting to make sure I understand fully if my info is current or not.

First

500  script GlobalInts (not including your own variables)
  50  script GlobalStrings (not including your own variables)

Is this the same as the Global Variables which you declare in the Global Variable Panel? I read one post which said there was not a limit to how many you could create in that panel but then I seen the above limits listed on the Engine Limits page. Can someone explain this further.

also

500  dialog topics
3000  dialog-script messages

Is Dialog topics meaning the dialog you create in the dialog panel meaning you can only have 500 with 30 Topics in each one?
3000 Dialog Script messages is this everytime I do say cego.say  commands? Does this count for each line spoken or one line if bunched in a dialog topic?

If I am mistaken or confused please clarigy to me what the above limits mean exactly.

Also does displayat commands and such count toward Dialog messages and such?

Plus if someone thinks they could reach these limits any suggestions on tricks to go beyound those limits with other script commands or things.

Thank you.

#13
Ok,

I am wanting to use a Character as a Boat and be able to move the boat around a body of water.
I want to have another character appear to be on the boat as it is moving. (This character does not move)
Then when the boat stops I need to be able to do fishing animations with the character on the boat, access his inventory etc.

How complicated would it be to achieve this?
#14
I am trying to figure out how to use an inventory Item on a NPC Character but have the player character have to first walk to the location of the NPC before interaction is completed.

I know how to use an inventory Item on a character just confused on how to get it to walk to the character before that part.
#15
I am working on a sci-fi game and am using the text parser to add a computer database to the game.
So far this is the way it works. I have it set up if you search a name like say John Smith you can type john, or smith or john Smith etc.
It will pop up a picture and profile of that character the way I want. But say I have a John Williams also and the player typed in John.
Is there anyway to have it show a list of multiple entries matching "John" Then allow you to select which one you want.?
If I could make this work it would add a whole new level to what I am doing.
#16
I am needing to do something similar to built in score system but a little different in nature.
What I am needing to do is take a numnber 6500.00 and add to it at different points in the game.

I need it to work like this once the two numbers at the end the .00 reaches 30 I need it to reset those numbers to .00 and add one number to the 6500 set of numbers do that it is like this. 6500.30 instead of rolling over to 6500.31 it would become 6501.00. I would need this to max out at 7000.00.

Right now I had two labels one for the 6500 series of numbers and one for the .00 series of numbers but am confused on how to do the scripting.
I want to make it as easy as the score system where all I have to do is be like givescore +1 or something some simple command like that to call it up in script.

Thank you for any help anyone can give.
#17
I have a few questions about the RunAgsGame function.

Beings I am doing a game which is a complilation of other games many of which can fit in one room or so on but some can not.
Since I am only one game into it so far I began to wonder if it would not be better for me to utilize the runagsgame command
and seperate the games into seperate ags games with the main game acting simply as a launcher.

even though I understand some basic principles of how this works im I am still unsure about a couple things.

1) If running each game as a seperate ags game and utilizing the runagsgame command to call each game up Does that mean each game would be able to use its own save game features and such out of the box?

2) when it comes to sprites do all the sprites have to be in the first original game or can each game have its own sprites saved in that particuar ags game? and how does the numbering of the sprites thing work back and forth? I will have no need to call up any sprites back and forth between games each one will be independant of any other games. But was unsure if say one game had sprite number 1 and say the launcher had sprite number 1 as something different how that works.

3) other then the coding runagsgame command to lauch the new game is there any other set up or things that must be done? the manual says that the speech.vox and other such files are shared what do I do with the ones from the new game delete them or what and exactly what does that mean does that mean all sound files need to go into the first copy?

Sorry if my questions were confusing but others who have done things with the runagsgame feature id like to here from you and your experiences and anything else you may want to comment on to watch out for or know about. and do you think this is the way for me to go with my project?

4) is there a limit of runagsgames you can have other then alot would be a huge download?
#18
AGS Nintendo Classics(In Production)


AGS Nintendo Classics(In Production)

Why I am doing AGS Nintendo Classics
After attempting many custom scratch games and joining other projects that for one reason or another always failed. I decided to take a step back and look at what was causing me to never get a game finished and published. I came to the conclusion that much of the reason was because I always had to big of projects set out as my first game. Or that I took on to much for my limited skills and knowledge and did not leave myself enough room to take time to learn about AGS and other creative process before jumping in. So I would get so boggled down that I would just give up along the way in frustration. So I decided to go about things a little differently this next time. Instead of worrying about the glory and notoriaty of completing the next big adventure game extravaganza. I decided I would take a simpler approach designed more at learning the ins and outs of AGS and let my progress in game creation be according to my knowlege at the moment and let it all be a learning process to me. I decided to instead of making something new and custom to rather just try to recreate something existing that I already know about and have played before. This would give me the oppotunity to spend more time on learning coding and the ins and outs of AGS and less time trying to learn every other field to like graphics, music and so on. So that was were the Idea for AGS Nintendo Classics comes from. If I could reproduce old classic nes games in ags and learn the engine better then I would be a step closer to doing other things I wanted. So before any haters out there bash on me for recreating something old and not doing something fresh or using my own graphics vs rips remember we are all on different levels here and each of us had to learn and have a starting point somewhere.

What is AGS Nintendo Classics?
Ags Nintendo Classics is an attempt to Port many classics Nes games into the AGS Editor.
The goal is to as closely as possible recreat classic NES games into ags as they were originally played on the NES.
AGS Nintendo Classics uses all the original Music, Backgrounds & Sprites from the original NES Cartridges.
All programming in AGS to make the game function as it did on the nes is custom and where the learning part comes in for me.

How many games do you plan on re-creating?
Currently the plans are to make as many games as I can before running out of AGS Resources or until Im tired of it and ready to release it whichever comes first

What is the progress so far?

---Shadow Gate---





UPDATED INFO 1-22-2014
Looking for an artist which might want to re-do some of these game sprites and make everything original. I will still realse versions with the ripped sprites and a new updated version if I find a Sprite Artist. Shadowgate is almost complete about to start work on a launcher

Will be making a Launcher which will launche these games plan on releasing one game at a time
Thanks for everyone at AGS for this great Engine.

Update will be adding for each game
BOX ART
CART ART
ORIGINAL MANUALS
SOUNDTRACKS
HINTS

Also ordered a nes usb controler and am working to see if i can get it working with ags for those who want to play with original controler
#19
I have created extra mouse modes via the side panel under mouse cursors
I have a total of 12 mouse cursors in addition to the standard ones.
However new ones I have created seem not to be picking up in AGS.
I have clicked the pull down menu that says make this cursor a standard cursor.

I know I am missing something simple here.

The mouse cursor in question is Mode12  which is named Close "eModeClose"
#20
Ok this one might should be in advanced help.
and if this has been handled before Im sorry for reposting but couldnt find anything like it in the search.

Ok here is what I am doing.

I am creating an ags game that is multiple games in one example being multple old style nes style games or small games like that.
Each game so far consist of one room each game will have about a dozen or so seperate games all together.

Now I had not problem up till now when I totally forgot about save/restore features.
I do not want to or want to avoid using one save game menu for all games.

I would rather have seperate save game menus and systems for each game.
Is this possible to do at all?

and if so could someone point me in the way of getting started or what to look at.
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