Type the number before you complete the level - as soon as you destroy all the objects it looks for the value in the edit box, so it won't work if you type it in later. Like I said, it's not exactly polished - I wanted to keep it simple.
EDIT:
Found a bug. In frame 2, you need to make a change to line 3. The Y value should be:
The only difference is that the value 80 is replaced with 60. Otherwise a few of the cells won't work. That's because the grid cells are not squares but rectangles. I'm a bit embarassed that I missed that one actually...
The other thing I didn't mention, is that because all the data is stored in external files, just quitting the game won't clear it. If you want to start over with all the cells black again, you have to edit the files in notepad (or add an event or two).
Are you using MMF 1 or 2?
There appears to be a discrepancy between them, regarding the naming of the ini's. It's either in the way the ini object names files, or more likely in the way the Apppath$ function works (I haven't bothered to check it out).
The upshot is that if you're using MMF2 you need to rename the ini files to MapData.ini and SavedGame.ini (ie. just remove the "MapExample" bit at the beginning).
If you're using MMF1 I don't know why it isn't working. I'll look into it some more if renaming the ini's doesn't fix the problem for you.
The ini files are already called MapData.ini and SavedGame.ini
There is no MapExample bit at the beginning of them. I'm using MMF2 so maybe it did that automatically already.
I'm not talking about the MMF object names - I mean the actual windows file names - like in "my computer". The zip I posted had them with the wrong names, so they wouldn't work in MMF2 (actually, the savegame.ini would because it's created at runtime, but MMF can't load the info from MapData.ini which was preloaded in notepad).
Anyways, here's a (hopefully) MMF2 compatible example;
What you need to do is create another counter in the second frame. In the same event that fills the grid cells in black, you add another action to add the value of "completed?" to the counter (it will add 1 if the level has been completed, or 0 if not). You then add one more event to check whether the counter is equal to the total number of levels, and if so, hide the overlay.