Alex wrote:You can only undo on the desktop anyway, because there's a menu for it. There's no undo menu on the web version. So that may help.
In addition you could make a copy of GamebookCore.aslx and remove the "undo" code from there, that way you could have the "undo" menu print a message instead.
I'm wondering why this is such a big issue for you though? A player could always save the game and reload anyway. I think in this kind of game it's rarely worth going to the effort of implementing things to annoy players too much.
Yes the web version may help. That was why I had asked if there are any differences. As far as removing the code my self... I would assume I would shut down the entire game.

And as far as why it is a big issue, it just seems like, well as I know now for the desktop version anyway, you can just keep clicking undo forever. I know you can at least go back 5 clicks. I wanted it to where if you made a mistake you have to restart or go back to a check point. It is not meant to annoy the player, but I have a lot of pages where you lose. If they died repeatedly and they did not know how to undo or they used undo simply to skip the story entirely just clicking through the pages until they got to the end or I should say "better" endings, it defeats the purpose of me making the game to begin with. I am not saying you have to make new code, but you and who ever helps create this game may know off hand a solution, so I asked.
But as sgreig pointed out, I could simply just have a page link to restart from the beginning or to a forced check point page anyway. I know I have them for certain things, it just never crossed my mind to do it if you made the wrong decision and lost...

That still wont stop the player, but it would certainly give it more "direction". This game is only the first chapter in a series... (I have a hard time writing short stories... half the time they come out as mini novels... You should see what I have in store for my actual Text Game. Hahahaha!

) This Game Book game is a horror mystery type of story. I want it to where if you made the right decisions, usually by common sense, you either got a decent ending or the best ending. There are clues hidden through out and you may not notice them right away or never if you chose the wrong path and even still realize it until later chapters and be like OMG!!! But yea, sorry if I am taking up your guy's time, I know you guys are busy and this is pretty trivial, but I also know how I want my story. That is also why I had asked and then later suggested if you can add sounds into the game. I want the player engaged in my story more than usual too.