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4 votes

What buttons should I put where? (Start, Credits, options, Quit)

While this question seems subjective at first, I think we can pretty easily apply some standard menu rules and come up with an objective answer. "Start" should always be first (it's the ...
Kevin's user avatar
  • 6,484
4 votes

How to design a multi-step game menu system?

If you have nested menus, you can use a stack. I'm not familiar with Ruby, I think there is no 'stack' object. Similar behavious can be created using an Array. You only add items to the end (push), ...
Felsir's user avatar
  • 4,067
3 votes

Create a game start-up menu screen with Lua/love 2d

There isn't a built-in menu system for love2d. The developers take a 'do-it-yourself' approach to a lot of such things. Here's an example of how I ended up rigging my menu for my first time: ...
M. Angler's user avatar
2 votes

UI looks different between editor and in game

I finally solved it, I had to change the rect transform of Panel_Slots to stretch height:
Black's user avatar
  • 621
2 votes
Accepted

How to find the minimum number in a float array C# Unity

No reason for so many loops: ...
House's user avatar
  • 73.3k
1 vote

A single libgdx gamescreen with pop-up menu, getting ready, hud and game over?

Yes. It is possible. Any of the scene2dUI widgets, like Table, inherit from Actor. Actor ...
spectacularbob's user avatar
1 vote

A single libgdx gamescreen with pop-up menu, getting ready, hud and game over?

You should probably take a look at Scene2D's Window class. Think of it as a screen that just overlays other screens. It's also a Table, which means you can add ...
Charanor's user avatar
  • 7,870
1 vote
Accepted

Need help in making buttons for MenuScreen in Java

All you need to do is verify that the mouse is inside the image, if you want to do this properly you should have an array of your own button classes which have methods to check collisions. Checking ...
benh's user avatar
  • 581
1 vote
Accepted

New to Godot having problem understanding Button Group

I'm to sidestep the question a little, because I'm going to suggest to not use ButtonGroup at all. First, why not ButtonGroup? ...
Theraot's user avatar
  • 27.3k
1 vote
Accepted

Menu not disappearing after input

Your code is written so that only one event listener will be added. If you're not paused when the menu is enabled, the ShowMenu_Start listener is added. If paused, the HideMenu_Start listener is added ...
Kevin's user avatar
  • 6,484
1 vote
Accepted

How to queue a paid function to run in Unity after an IAP button purchase completes to fund it?

I'd assume you considered removing your listeners once they've done their work? ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

How to create GUI or Menu for games?

Option 1: turn back now and find and tweak a ready made solution, there are tons of GUI libraries for every language and framework. Option 2: roll your own for the sake of rolling your own. Continue ...
htmlcoderexe's user avatar
1 vote
Accepted

How can I structure in-game menus?

I don't think you are too far off making your code more manageable from what you have described. I write in C# so bare with me here. I personally set up my UI components in containers, these ...
ErnieDingo's user avatar
  • 1,150
1 vote
Accepted

How to implement a component-based model for menus in Unity?

Yes, using interfaces is one way to do this. You can use GetComponents (note the additional s) to get all components on a ...
Philipp's user avatar
  • 120k
1 vote
Accepted

How to disable MenuItem in play mode in Unity?

Have you tried adding a guard clause to the top of your method? if (Application.isPlaying) return; This will halt execution of the shortcut command if the ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

How can I change view to orthographic using a menu?

This documentation is for Unity 2019, so it’s not clear whether this applies to 2018 or older, but it’s worth a shot. The gist is ...
Ed Marty's user avatar
  • 5,229
1 vote

UI/Menu that works with and without VR (Unity, WMR)

This is a question of platform management. Using one Unity project, you can create an application that runs in Desktop (Windows/Mac), VR (Vive/WMR), MR (HoloLens/Magic Leap) and Mobile devices (...
House's user avatar
  • 73.3k
1 vote
Accepted

How to make a horizontal scrolling menu in Game Maker Studio 1.4?

Assuming you're using the Device Input functions, finding out if the user is swiping left or right shouldn't be much hard. In the documentation, about the function ...
liggiorgio's user avatar
  • 4,876
1 vote
Accepted

My [MenuItem()] is not being added to the menu

To fix this, remove the code that sets the menuItem variable in the attribute: ...
sonnyb's user avatar
  • 596

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