If you still have FillSaveGameList it in the SaveList_SelectionChanged, please remove it! That's the cause of the trouble I'm quite sure. Everytime you change your selection, it updates the list, thus bumping the selection to the top.
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Show posts MenugSavegame.Visible = true;
SaveList.FillSaveGameList();
saves = (SaveList.ItemCount);
String item = ""; //to avoid errors in later part if the string remains null
if (SaveList.SelectedIndex > -1) item = SaveList.Items[SaveList.SelectedIndex];
SaveList.AddItem(input);
SaveGameSlot(SaveList.SelectedIndex, SaveText.Text);
SaveGameSlot(SaveList.SaveGameSlots[SaveList.SelectedIndex], SaveText.Text);
Quote from: ProgZmax on Thu 03/08/2006 16:28:15Why not take some of the ideas you like about Dune and incorporate them into a NEW product, where no one can say yeah or nay about copyrights and legality?
player.Transparency = 100; //not in every loop of course, just for the example
cPlayerdummy.View = player.View;
cPlayerdummy.Loop = player.Loop;
cPlayerdummy.Frame = player.Frame;
cFollowsprite.Loop = player.Loop;
cFollowsprite.Frame = player.Frame;
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