The menu tag has no usage guidance.
0
votes
0answers
38 views
How to tell “New Button” script that after playerprefs.DeleteAll(); it should also unlock level 1?
I have my LevelManager to lock/unlock levels. Inside my levels there are triggers that tell to unlock next level when triggered. All code is in C#. Player progress through the levels is being saved on ...
0
votes
0answers
34 views
How to hide/enable buttons in a unity menu in a scalable manner
I am currently hiding/disabling buttons to navigate through "screens" in a unity game, with code similar to this within each onclick:
public void settingsClick()
{
SettingsBtn.SetActive(...
1
vote
0answers
42 views
How to play a sound for a Game Jam Menu Template button in Unity
I'm using the "Game Jam Menu Template" plugin from the asset store in a project of mine and I'm having a bit of a problem with it. See, I'd like it so that a particular button in the menu plays a ...
0
votes
1answer
30 views
Is there a term of art for the collection of non-gameplay screens or pages
Is there a term of art for the collection of non-gameplay screens or pages in a game. I am thinking of screens such as:
title screen
options menu (key bindings, volume, graphics quality)
credits ...
0
votes
1answer
44 views
Need help in making buttons for MenuScreen in Java
I'm making a Menu for my game and I made the MenuState(class) and made a MouseManager(class, implemented MouseListener and MouseMotionListener) and they are different class in different folder. Here ...
0
votes
1answer
50 views
3D Menu Attached to an Object?
So I'm gathering information for my project, and one of the things I want to achieve is to create a very sophisticated crafting system and weapon modification but I want the weapon customization to ...
5
votes
2answers
228 views
How to design a multi-step game menu system?
I am getting started with game programming. I am designing a game that starts by taking you through a series of menu screens. I am interested in learning how this is typically structured in ...
0
votes
2answers
274 views
A single libgdx gamescreen with pop-up menu, getting ready, hud and game over?
Is it possible and practical to have only one screen, like a GameScreen class, where the menu, getting ready (plus instructions), hud (only score) and game-over screens can pop-up when needed. Can I ...
0
votes
0answers
26 views
How can I make an expandable menu and assign names to buttons randomly from an external file using Unity?
I'd like to create a menu on the lower left side of the screen which will present some options (guns) to the player. The number of options should change based on how well a player is doing. In other ...
2
votes
1answer
116 views
Unity, how do I pause the Audio in the Level? [closed]
I wanna pause the Audio if I press the Pause Button also, I need help..
Pause Script:
#pragma strict
var pausemenu: GameObject;
public function pause()
{
pausemenu.SetActive(true);
Time....
0
votes
1answer
91 views
Moving script not working after SetActive/Pause change
I have a pause menu for my game which instantiates a texture and sets a text frame to active and slides both objects onto the screen using the code below:
Instantiating the menu texture and ...
1
vote
2answers
133 views
Pausing the game
I've had a look around and kept finding about using Time.TimeScale = 0 to pause the game, although this is the normal way to do it, it is not exactly what im looking for.
When my menu button is ...
1
vote
1answer
749 views
Change screen from main menu to game
I'd like to know how I can change the screen from the Main Menu to the Game itself but im having quite the trouble and I would appreciate the help. What I want to do is when I press btn.Play it ...
1
vote
1answer
292 views
Creating a Slide-Up Menu
How can I create a menu that slides up while "un-fading" as illustrated in this video?
As you can see in the video, the menu also falls down a bit in the end which gives it a realistic feel. I ...
2
votes
1answer
101 views
Transitioning through menus in Unity: what is the best option performance-wise? [closed]
I'm making a menu manager and I'm not sure what should I do to make a transition from one menu to the other. What is better to be used performance wise? Here is the step in my mind.
Simple enable or ...
1
vote
2answers
112 views
Unity: Interactive menu with sprites changing with buttons
I have a menu where the player gets to choose which team and kit he will use to play. However I don't really know how to change the sprite each time the left or right arrows are pressed. I already ...
3
votes
2answers
355 views
How to create a native windows menu / ribbon for a DirectX 11 app
I need to create menu items on top of my DX11 windowed app - similar to most windowed applications (File, Edit, etc...). How can I achieve this ? There is a hMenu handle to pass to the DirectX window ...
0
votes
1answer
611 views
Screen management: How to switch between screens
How can I switch between different screens that implement Screen?
1
vote
1answer
101 views
Certain random content rendering differently
On the main menu of my game there is (obviously) several buttons. 2 of which, in different positions on different screens, render a different colour to the rest.
As you can see below, "New game" ...
1
vote
1answer
77 views
Observer pattern for clickable 2D Elements?
So i am currently thinking about the best way to handle and implement clickable 2D menu elements in a very simple DirectX Game.
I very much like the idea of having subscribers to a event where they ...
0
votes
1answer
64 views
Button image on game menu is updating too slow
I'm using SDL2 and i'm facing a problem with my game menu buttons.
Every time i detect that the mouse pointer is over a button of the menu i update the image of the button (from MOUSE_OUT to ...
1
vote
1answer
171 views
Working out velocity/time based on physical pixels moved
In my game I integrate like so: (Please assume all variables to be declared)
sprite.xTimeInSeconds = 5.0; //Time in seconds it should take this object to cross screen
sprite.xVelocity = 1f/...
1
vote
0answers
1k views
How do I use CC_CALLBACK for external classes in Cocos2dx v3.2?
I've been having problems with using 'CC_CALLBACK_#' (i.e. CC_CALLBACK_0, CC_CALLBACK_1). It works alright if I am using it to call a function from the class (Using 'GameScene' class for this example) ...
1
vote
3answers
2k views
How to make a horizontal scrolling menu in Unity 3d 4.5 [closed]
I want to make a horizontal scrolling menu that will hold the levels of a game but I have a little idea about how to make it so it would be very great if anyone help me with it.
0
votes
1answer
2k views
How do I set a background image in OpenGL/GLFW?
I'm writing a simple 2D game with C++ and OpenGL/GLFW, and my current step is to create a menu. I finished with buttons, but I think it looks a little bit boring (with only 4 buttons and a black ...
1
vote
3answers
94 views
c - Starting an user defined function after the current one ends
The game I am creating displays a menu before starting, the user may select to start the game, or do some stuff. When the user selects an option, I need to call another function which actually does ...
7
votes
2answers
6k views
How do I make a pop-up window with Scene2D?
I have a main-menu screen with a logo and a bunch of buttons. When the Login-button is pressed, I pop up a dialogue asking for a username and password.
This works fine, other than the "popping up". ...
-1
votes
1answer
877 views
How to lock and unlock game levels? [closed]
In my level menu (I'm using libGDX), I would like to lock and unlock game levels.
The idea is that after finishing the previous level, the player is allowed to tackle the next one.
Can someone point ...
4
votes
2answers
4k views
LibGDX MainMenu with ScrollPane - Select Level and press Play
In my level Menu, I am using tables that have images and text to identify each game level.
Those tables are in a table that is inside a ScrollPane so the player can browse the levels available.
Here ...
0
votes
2answers
2k views
How do I switch between the game screen and score screen without redrawing everything?
I'm working on a multiplayer game in Libgdx and want to display the scores of say, the top 10 players on the map. The player should be able to checking the scores at any point during the game and ...
4
votes
1answer
500 views
How are game menus logically structured?
I've been struggling with making a game menu system in Unity for some time now. I spent time developing a way to help myself understand how game menus are connected together. Right now, I'm calling it ...
0
votes
2answers
3k views
Unity3D : Retry Menu (Scene Management)
I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a ...
2
votes
1answer
464 views
C# XNA - How to create a menu with bools and textures?
I thought I could use bools to be able to select options in my menu. But the options should be textures. To show that an optino is selected I have 2 textures like this:
[----Menu Screen----]
[ > ...
0
votes
1answer
1k views
What Type of Options should be on the Game Settings Menu? [closed]
I have seen a post about the main menu options here:
UI: Main Menu options for mobile games. What options should be listed? What do users want to see?
But I want to know what kind of options should/...
0
votes
1answer
1k views
Navigating Libgdx Menu with arrow keys or controller
I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck.
The question is: Can someone walk me through how to make my current menu or ...
0
votes
1answer
360 views
Xna menu navigation with controller
I have a menu that you can navigate with the keyboard, but I also want it so you can navigate it with the controller thumb sticks. But my problem is that if you push down or up on the thumb sticks it ...
0
votes
1answer
2k views
Side Menu using Libgdx
I want to make it so that when the player presses start, a side menu slides out and gives a player some option on one side of the screen, similar to Angry Birds or Pokemon. I'm not sure how to go ...
0
votes
2answers
2k views
Responsive GUI with Unity and C# script
I'm working on my character menu for an RPG in Unity. I have my menu set up with different buttons for different categories. All is well, except when I re-size my screen, my layout is sized ...
1
vote
2answers
563 views
XNA Level Select Menu
I'll try to explain this the best I can. I'm trying to create a level select menu for a game I'm making. The menu is basically a group of blocks numbered 1-16, similar to something like the Angry ...
0
votes
1answer
113 views
How to change something inside an switch statement? [closed]
So my question is how would you draw a list of strings, and then if a case of the enum is a certain way, then draw them a different way? Here is an example of what I mean:
enum CurrentState
{
...
4
votes
1answer
786 views
how to represent a nested menu system?
I'm wondering what would be a clever way of making a layered menu system, in terms of what data structures to use.
An example of what I mean: A unit has the ability to construct buildings, and to ...
8
votes
5answers
1k views
How can I update Display settings from an Options screen without restarting?
I'm currently creating a 2D RPG in C++11 with Allegro 5 and boost.
My goal is to somehow update my game settings when an option is changed in the Options Menu. I don't want to force the user to ...