@ WickedX Yes, that's how I've been doing it. I setup up in my setup.ini a variable call "levelcomplete=x"
slot7=
slot8=
slot9=
levelcompleted=3
levelmax=4
levelfpm1=mapbank\darkcity_menu.fpm
levelfpi1=languagebank\english\gamebank\Dark City Test Menu2\loadingpage.fpi
levelfpm2=mapbank\darkcity_level2.fpm
levelfpi2=languagebank\english\gamebank\Dark City Test Menu2\loadingpage2.fpi
levelfpm3=mapbank\darkcity_level3.fpm
levelfpi3=languagebank\english\gamebank\Dark City Test Menu2\loadingpage3.fpi
levelfpm4=mapbank\darkcity_level4.fpm
levelfpi4=languagebank\english\gamebank\Dark City Test Menu2\loadingpage4.fpi
To keep track of it in my "titlepage" I had to set this line..
:state=0:makesvar=nxtlevel 0 levelcompleted,readsetupline=nxtlevel levelcompleted,savesvars
And for the "winzone" I've been using..
passtosetup=levelcompleted 1,state=1
:state=1:win,nextlevel=2,sound=$0,state=2
Using the variable "nxlevel" which checks the "levelcompleted" in the setup.ini I'm was able to make a working
menu that only allows a chapter to play if the previous is finished. That's if I build all levels myself.
But we each want to build our own chapter (or game build) if a program as such could check each builds "setup.ini"
separately for this variable that would be great. If it's not possible then I/we can always try and build all 5 of our levels
into one game build.

Thank you for helping us on this matter...
My games never have bugs. They just develop random features..
Lots and lots of random features...