Reply to Re: How To: High Score Saving (w/ Mayhem Implementation)
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Hey, I'm glad you liked Mayhem enough to mess with it. Works pretty good. Too bad about editor_data slowing the thing down. One solution would be to give each game an ID number and let the script on each object keep track of whether they were modified in the current game or a previous one by saving that number in editor_seq. BTW, that sound caused by my "bizarre decision" can be avoided by adding draw_status(); after the buttons are created.