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1 answer
190 views

which options should go in which boxes (Start, Credits, options, Quit)
madfroggy's user avatar
0 votes
1 answer
165 views

I am having some issues with the UI and the Input system. What I am trying to do is "simply" to make a menu appear and disappear upon pressing a certain key. To do so, I created an animator ...
FSic's user avatar
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1 answer
158 views

My app will feature tokens to fund some in app functions. If someone clicks a menu button to run a paid function and has insufficient tokens, they should be prompted with a new token purchase menu to ...
mike's user avatar
  • 501
1 vote
1 answer
327 views

I've created a few TextButtons for a menu that render on top of another stage area, however the textbuttons that i've created for menu aren't clickable or don't provide any events. The MenuComponent ...
dree's user avatar
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0 votes
1 answer
2k views

I've advanced quite well in OpenGL and in graphics. However I lack a lot of experiences. I have had this question in my mind since the beginning of my venture, how do I create UI or Menu for my game?...
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1 answer
227 views

I'm trying to create a "sims-like" context menu when an item / game object is clicked. This comes as an add-on question from this question: How to design context menus based on whatever the object ...
Jeff's user avatar
  • 138
3 votes
1 answer
729 views

I created some MenuItemfunctions for navigating, which are currently displayed on the menu toolbar. The C# code: ...
Elgirhath's user avatar
  • 209
2 votes
1 answer
1k views

I'm working on an app that I want to be useable without and with VR (with a Windows Mixed Reality HMD like the Samsung Odyssey). For non-VR I'm simply using a canvas in "Screen Space - Camera" and a ...
Neph's user avatar
  • 267
1 vote
1 answer
5k views

In Unity 5, I created a ScriptableObject class which adds itself to the Main Menu: ...
Luis Masuelli's user avatar
2 votes
1 answer
1k views

I am very confused about Unity's UI system. This is how my inventory menu looks in the Editor: And this is the view in game: Settings Can someone please explain why this happens?
Black's user avatar
  • 641
1 vote
0 answers
100 views

I am in the process of learning javascript for game design, and wanted to make a separate achievement page that the user can navigate to that will allow them to check their achievements on various ...
Kerma's user avatar
  • 11
0 votes
1 answer
92 views

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 ...
Ken's user avatar
  • 6,136
0 votes
1 answer
356 views

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 ...
Krystian Dobkowski's user avatar
0 votes
2 answers
3k views

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 ...
Timothy Kodes's user avatar
0 votes
1 answer
426 views

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 ...
Weeksy's user avatar
  • 23
1 vote
1 answer
3k views

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 ...
gafflx's user avatar
  • 29
2 votes
1 answer
120 views

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 ...
user3717030's user avatar
4 votes
2 answers
1k views

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 ...
PinkTurtle's user avatar
1 vote
1 answer
201 views

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" ...
Jake Stanger's user avatar
0 votes
1 answer
91 views

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 ...
mayhem's user avatar
  • 1
1 vote
0 answers
2k views

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) ...
Zenriff's user avatar
  • 11
0 votes
1 answer
8k views

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 ...
Giang TT's user avatar
13 votes
2 answers
15k views

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". ...
Gibbo's user avatar
  • 276
4 votes
2 answers
10k views

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 ...
riCO diAS's user avatar
  • 110
5 votes
1 answer
2k views

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 ...
Rxanadu's user avatar
  • 93