have some code but it may not be easy to understand,
but have a look, and if some else can make easier to understand there welcome.
1. you will need a no glow image
2. you will need five other image of the above but with each on highlighting a diffrent menu option.
3. new x y length and depth cords
Rem Project: glowingtitles
Rem Created: 4/27/2005 4:10:31 PM
Rem ***** Main Source File *****
rem Standard Setup Code
sync on : sync rate 0 :
backdrop on
color backdrop rgb(0,0,0)
set text font "arial" : set text size 12 : set text transparent
dim button(5,4)
global button choice
manybuttons=5
choice = 0
rem button title one
button(1,1)=190 : rem start of x box
button(1,2)=95 : rem start of y box
button(1,3)=70 : rem length of box
button(1,4)=23 : rem depth of box
rem button title two
button(2,1)=190 : rem button 2 start of x box
button(2,2)=95+23 : rem button 2 start of y box
button(2,3)=70 : rem length of box
button(2,4)=23 : rem depth of box
rem button title three
button(3,1)=190 : rem button 3 start of x box
button(3,2)=95+(23*2) : rem button 3 start of y box
button(3,3)=70 : rem length of box
button(3,4)=23 : rem depth of box
rem button title four
button(4,1)=190 : rem button 4 start of x box
button(4,2)=95+(23*3) : rem button 4 start of y box
button(4,3)=70 : rem length of box
button(4,4)=23 : rem depth of box
rem button title five
button(5,1)=190 : rem button 5 start of x box
button(5,2)=95+(23*4) : rem button 5 start of y box
button(5,3)=70 : rem length of box
button(5,4)=23 : rem depth of box
load image "glowtitledark.bmp",1 : rem your no glow menu screen
sprite 1,0,0,1
load image "glowtitlelight1.bmp",2 : rem your first menu glowing
sprite 2,0,0,2
load image "glowtitlelight2.bmp",3 : rem your second menu glowing
sprite 3,0,0,3
load image "glowtitlelight3.bmp",4 : rem your third menu glowing
sprite 4,0,0,4
load image "glowtitlelight4.bmp",5 : rem your fourth menu glowing
sprite 5,0,0,5
load image "glowtitlelight5.bmp",6 : rem your fifth menu glowing
sprite 6,0,0,6
hide all sprites
cls
draw sprites first
do
rem check which button is lit and which has be clicked
choosebutton(manybuttons)
rem take action on which button clicked
if choice=0
`show sprite 1
paste sprite 1,0,0
text 0,410,"choice is zero"
sync
else
if choice = 1
paste sprite 2,0,0
text 0,410,"choice is one"
sync
else
if choice = 2
paste sprite 3,0,0
text 0,410,"choice is two"
sync
else
if choice = 3
paste sprite 3,0,0
text 0,410,"choice is three"
sync
endif
endif
endif
endif
rem may not be show with your image
text 0,400," mousex="+str$(mousex())+" mousey="+str$(mousey())
loop
function choosebutton(manybuttons)
rem is mouse cursor over button
for cbutton=1 to manybuttons
if mousex()=>button(cbutton,1) and mousex()<=button(cbutton,1)+button(cbutton,3) and mousey()=>button(cbutton,2) and mousey()<=button(cbutton,2)+button(cbutton,4) `check to see if the mouses y position is at button 1-18 since it checks 1 each loop and then checks the next
paste sprite cbutton+1,0,0
rem if button clicked
if mouseclick()=1 `if you also have the mouse clicked
rem put number in choice
choice=cbutton
endif
endif
next cbutton
endfunction choice
hope this helps and not

the heck out of you.
In Space No One can Hear You Scream! (When your comm Line is cut?)