Stormys, Swipey, Boxy 'Main Menu' for async game in development' video preview .
StormyStudio
United KingdomMember Posts: 3,989
Evening World..
Thought I'd share the main menu I've been tinkering with for the past couple of weeks in my limited spare time.
It's to accompany the best game ever made (by me) which I can't yet show you.
Tested and working on iphone 4 and ipad 2... (and now works properly at 50% and 100% view in the GS creator preview window... *no longer trust scene height ).
Happy with how the menu is evolving.
• Expandable sub menu boxes
• Animated 'X' closing button.
• 'Current games' swipeable list. (designed with async multiplayer games in mind i.e. Words with Friends)
• Current games list can be added to in game, creating more swipable buttons
• Subtle bounce on current games menu.
• Universal
Once it all functions properly I'll add some gunk from my pot of graphical polish.
The video recording was a little jumpy... but here goes anyway
Thoughts?
Might slim down the buttons a little later.
Thought I'd share the main menu I've been tinkering with for the past couple of weeks in my limited spare time.
It's to accompany the best game ever made (by me) which I can't yet show you.
Tested and working on iphone 4 and ipad 2... (and now works properly at 50% and 100% view in the GS creator preview window... *no longer trust scene height ).
Happy with how the menu is evolving.
• Expandable sub menu boxes
• Animated 'X' closing button.
• 'Current games' swipeable list. (designed with async multiplayer games in mind i.e. Words with Friends)
• Current games list can be added to in game, creating more swipable buttons
• Subtle bounce on current games menu.
• Universal
Once it all functions properly I'll add some gunk from my pot of graphical polish.
The video recording was a little jumpy... but here goes anyway
Thoughts?
Might slim down the buttons a little later.
Comments
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I know its not that exciting... it is at heart just some buttons moving around... but interesting 'ish' buttons all the same
There have been a few hurdles that I've hit so far that took a little bit of thought/blind trial and error:
Example of hurdles
The main buttons had to know where they are in relation to the selected one, so they know whether to move up or down from the selected ones Y position, offset by the size of the pop up box.
With the swipeable 'current games menu'. The individual buttons are all the same spawned actor. They needed to be constrained to the touch position, but also offset by their own value so the buttons didn't all spawn at the same place. (So I give each button a new 'button value' as they're spawned', which basically adds as an offset. They need to be spawned so there can be unlimited current games.
Then when the 'swipe' is finished, they needed to interpolate back to a position that aligned the buttons tidily in the box, making sure they re-aligned with the position swiped to in mind, allowing the user to spin through a good long list.
Plus when touched they couldn't just jump back to their original positions and be scrolled again from there, they had to keep the latest position and be swipeble from that position... but return to the original position if you left the 'current games menu' and went back in.
For ages I had it all working fine, as long as you only swiped up, and did'nt tap too quickly, and were ok with all the current games showing except number 5 who for some reason loved to fly off by itself even though it was from the same prototype.
There is currently a flash of white when you tap the buttons after having scrolled down... I'm assuming they're be repositioned for a n'th of a second... something else to fix.
Simples.