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Author Topic: Sample Main Menu  (Read 1814 times)

« on: January 21, 2012, 06:56:56 PM »




with the generous permission of Mic, here's the main menu project that we put together for the full version of 4x4 Grinder (attached zip)...

installation
just open the zip and copy the two folders to your 3DRAD/res folder (it won't overwrite anything)... then open up the project mic_offroad_main_menu.3dr in the 3DRAD Editor...
run the program to see what a basic,  but fully functional main menu encompasses... 


it doesn't have any menu options for controls because the controls are simple, not changeable, and in the first race (as in the demo) the controls are displayed before the race starts...


what it does
the first menu option (Quick Race) is selected by default, on the basic assumption that the user wants to start there...

that assumption can be easily and intuitively overridden by either using the up/down arrow or scrolling the mouse button to select the Race Series menu which, if selected,  will opens up another screen just like this, showing the unlocked tracks (as you progress more unlocked tracks are ungreyed and selectable) so you can select the next one, or replay an older one...

the Split Screen menu item was an option we hadn't resolved fully yet...

the Credits menu would bring up a lightweight quick loading screen with graphics like this screen, showing the credits, and a button to return to this menu...

all games end with the choice to progress to the next level if you won, to replay the current level if you lost, or to exit...

key points to consider in your menus
the user experience is consistent throughout... all menus using the same up/down key or mouse scroll/click throughout...  all menus have the same, familiar layout and color scheme...
the user gets visual keys when a menu item is chosen as well as confirmation when it is selected...

feel free to use the script in your project, it's easy to understand...

each selection as two sprites, identical except for the color, so that selected menus can be visually indicated to the user... don't use the sprites in the demo, replace them with your own (the ones in the demo belong to Mic :) )...



good luck with your stuff...

--Mike and Mic
« Last Edit: August 11, 2013, 01:50:40 PM by Mike Hense »
« Reply #1 on: January 22, 2012, 01:47:49 AM »
Nice example file guys.

To add to this,

When using your two sprites changeover - i.e highlighting a button - if you offset the highlight button a little, it gives a little 'jump' to your highlight when you rollover/select it.

So for example, use sprite a (unhighlighted) at position 1, 0, 0 - and sprite b (highlighted) at position 0.8, 0, 0

The effect is really nice and simple.

Try it with the demo file that Mike and Mic have posted - change each of the HUD: (button) <ON> first screen parameters by 0.2 and enjoy.
« Reply #2 on: January 22, 2012, 08:14:49 AM »
Quote
When using your two sprites changeover - i.e highlighting a button - if you offset the highlight button a little, it gives a little 'jump' to your highlight when you rollover/select it.

that's a verrrry good suggestion... thx...

**** added ****

yes... that works... and it looks great... adds a dynamic new effect to the menu...

thx again...


--Mike
« Last Edit: January 22, 2012, 08:25:03 AM by Mike Hense »
« Reply #3 on: January 22, 2012, 08:29:20 AM »
Cheers Mike,

I came across it while building the menu for my car football game (by accident I have to admit).

When I saw the result I knew that it was something that had to go into my menu as it just looks cool.  8)
« Reply #4 on: January 22, 2012, 08:34:45 AM »
Quote
I came across it while building the menu for my car football game (by accident I have to admit).

a lot of great inventions and discoveries were the results of accidents...

a most excellent suggestion...

--Mike

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