Need Help with interface/menu system

  • #1, by DuggyThursday, 26. November 2015, 14:48 9 years ago
    HI guys!

    In my game I want the player to use a in-game Ipad as a menu system.
    I have rough layouts for multiple screens I'll attach to give you an idea what I mean.
    Once again complete noobness so have no idea how to implement these ideas.
    For example, a basic quest log, message screen, card collection viewer, music player are the kind of things I want to get.
    Could some one point me in the right direction for how to achieve any of this? Particularly an updating quest log and message log. Should I make each template as a room or menu? Kinda lost right now lol

    Just to make it clear, these would be for an in game menu system, including the graphic for the ipad.
    I've attached a quick sketch of a character and room the game proper would involve for perspective also.

    As always, any help appreciated greatly!

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  • #2, by tristan-kangThursday, 26. November 2015, 15:00 9 years ago
    I can imagine your head will explode by sorting at least more than 10 buttons for this one. lol

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  • #3, by DuggyThursday, 26. November 2015, 15:05 9 years ago
    That's the plan though, jump in the deep end and sink or swim!

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  • #4, by sebastianThursday, 26. November 2015, 17:36 9 years ago
    Should the items you get in the game also appear in that menu (e. g. as apps in a folder)?

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  • #5, by DuggyThursday, 26. November 2015, 18:18 9 years ago
    I want some kind of collection in there, probably collector cards.
    But I want a seperate inventory for the game. So a scene would have a button for the in-game ipad menu and a button for general inventory.

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  • #6, by afrlmeThursday, 26. November 2015, 19:16 9 years ago
    I think the most important question is: do you want the interface / menu to overlay whatever the current scene is or does it cover the available space?

    If the latter then create a single or multiple menu scenes. If not then create them as interfaces, however take in mind that the default save system (if you plan on using it) will only work on menu based scenes.

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  • #7, by DuggyFriday, 27. November 2015, 13:17 9 years ago
    I think from that I will make them menu scenes to make the save system easier. Thanks man!
    First thing I'm attempting to tackle is a Hidden Object puzzle.
    I have a background, foreground, midground, and the assets for the hidden objects, and some basic character art.
    Not sure at all how to get a list to display and cross off (some interface trickery i imagine), but I am pretty certain I can at least get the character to click on the objects and change the condition for them to disappear!
    Let's see how we go!

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  • #8, by afrlmeFriday, 27. November 2015, 17:20 9 years ago
    You are already on the right track. wink

    Conditions are the best approach when it comes to hidden object games. Using conditions you can show / hide (deactivate) scene objects & trigger when various other things should happen. I don't have a clue what you have in mind for the list part so I'm afraid I can't provide much help with that currently.

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  • #9, by DuggySaturday, 28. November 2015, 06:13 9 years ago
    OK good to know I'm on the right track.
    For a list I am either considering an updating screen on the in game ipad menu that lists what objects to find/have been found. But more ideally would like a panel (interface?) directly on the screen that is expandable with the list of objects you need to find, and it updates as you find them.

    Having trouble getting the player character to appear in front of objects.
    I somehow got a foreground image (bed) to work with an object centre point of 720 and the character appears behind that.
    When I add some of what will be the hidden objects, he is always standing behind them no matter what.
    I am not sure if I have done something weird with the image files, or have missed a basic set up step. With the objects, I have drawn everything in illustrator/photoshop, then exported the individual layers as transparent except for the object, so it fits perfectly over the scene. I have attached examples.
    Is this best practice? Am I creating art files that will add up in size and mess with optimization? Is it that I'm using full 1280x720 images for the objects that is causing my issue? Any help would be appreciated!

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  • #10, by DuggySaturday, 28. November 2015, 06:24 9 years ago
    Follow up question.
    Some of the hidden objects will be semi-transparent logo's (you can see a Kings one on the pillow on the bed).
    I don't actually want these to disappear when located, am I better off including it in the background art image, and creating hotspots, rather than bringing them in as objects images? Down the track I might want them to become more opaque once found.

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  • #11, by DuggySaturday, 28. November 2015, 07:42 9 years ago
    Playing with the object order seems to have got it working. Not really sure how, but he walks over things, in front and behind as I intended! Wahoo progress!
    Now to work out how to make the items disappear as the player clicks on them!

    EDIT - found how to set object areas, so my 1280 x 720 images are working fine - just not sure if it will make the game too big once I have a ton of rooms.

    Still trying to work out how to get the action of clicking the object to also mark it off a list some how. Should I use an interface so its visible while the scene is being played and the objects selected. Any ideas?

    I also want the door to unlock, a cutscene to trigger (which I have the ability to animate) and the in game ipad menu to be accessible once all the items have been found. Any tips on how to start with that?

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