Game maker how to make a menu

game maker how to make a menu

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Click on the "Create a Sprite" icon at the top of the Game Maker page and then select "Load Sprite" to pick a selection from the Game Maker catalog. This will allow you to make buttons for your menu. Select the button you wish to use for your menu. Create Simple Game Menu Using Gamemaker Tutorial. The menu will have three topic items PLAY, CREDIT, EXIT. In here, we are making it simple, when we click on the PLAY button, the game will go to the Play Room. If we click on CREDIT button, it will go to the CREDIT Room and if we click on the EXIT button, the game will be stopped and we will.

GameMaker is software designed to make developing games easy and fun. It features a unique "Drag-and-Drop" system which allows non-programmers to make simple games. Additionally, experienced coders can take advantage of its built in scripting language, "GML" to design and create fully-featured, professional grade games. Content that does not follow the subreddit guidelines is subject to deletion, so please become familiar with them.

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Feel free to join. The gm 48 is a casual, fun game jam that helps you to learn and grow as a developer. The next gm 48 will take place on Oct 20, How do I make a main menu with mouse support?

I'm starting to learn GML and I wanted to make a main menu for my game with buttons that can be clicked with a mouse, but Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. Want to join? Log in or sign up in seconds. Get an ad-free experience with special benefits, and directly support Reddit.

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game_end(); to ensure the game actually quits. Save everything once you're done, go into your menu room and place all of the buttons in order that you desire. Before you test out your menu, make sure you have multiple rooms. If one of your buttons calls for a specific room, make sure one of the rooms is named whatever name you put in the code. Dec 31,  · You need to watch this first, but after you do, please watch the re-uploaded version on my channel, this one doesn't work pause tutorials show you. Mar 28,  · Lesson 8: Game Maker Creating a Menu Part 5 – Item Menu. There are many different ways to create an item menu. Since I am trying to recreate a retro rpg my inventory system is going to be very limited. Each character will only be able to carry 12 items each. If you are making an inventory system with no limitations you can easily modify this.

Tutorials :: RPG Tsukuru A basic guide on how to get started when you make a custom menu. Well, first you want to ask yourself, exactly what is it you want to do with this? Is there some feature you don't want to have only accessible through an item? Do you have an idea for a more accessible interface? Do you think you can honestly make something better than RM2k3's default menu? Ask yourself these questions first. These are important things to know before going into this sort of thing, because it can quickly overwhelm you if you don't have a clear sense of exactly what you want your CMS to do.

Secondly, you need to have a solid understanding of basic RM2k3 event code. If you don't know how variables, switches, conditionals, key inputs, labels, or the show picture command works, take some time and figure out how these things work before trying to tackle something like this. Thirdly, let's be clear that we're not making a map-based CMS. They're clunky and cause problems. We're going for pictures only. Alright, now that we have THAT out of the way, let's start off with the basics!

I'm going to start a brand new 2k3 project so you can follow along. First things first. We need to create an event that allows us to access our soon-to-be CMS, something that will detect our keystroke. So, open up your common events. Create two events, one called Key Detection, and one called The Menu.

Or call them whatever you want, so long as you remember which is which for further reference in this tutorial. Now, before we get too ahead of ourselves, we need to make sure the player can't access the default menu. So what I like to do is create what I call an 'initializer' event. This event is an auto-start event, and erases itself at the end, so it never becomes a problem. First, we're going to disable main menu access. Main Menu Access: Forbid. Disable Hero control Show Menu image Define default cursor position Label 1 Establish where cursor will go -Position 1, 2, 3, 4, 5, 6 Show cursor image Key detection -Keypress up, down, left, right --Define cursor position -Keypress enter break -Keypress cancel break Goto Label 1.

Posts Pages: first 1 2 3 next last. Sated Sated View games View playlists Close. Craze: "Use VX". This is a good tutorial for making the front-end of your menu system, even if the harder part is the contents of each submenu! Yes, exactly. There's just no tutorials in terms of custom menus or anything on RMN, so I thought I'd do something about it.

If people are going to use 2k3, they might as well know what they're doing, eh? Kazesui Kazesui View games View playlists Close. Was thinking of making some similar tutorial myself at some point, but nice to see someone else beating me to it. Maybe I'll do some sub menu instead in the future. I would not recommend calling the menu event from a parallell process though, since it doesn't stop any event without manually stopping them.

Setting the menu to be on autostart when a switch "menu" is on which is set to off when leaving the menu , easily stops everything. This applies to anytime a picture is being used btw.

If the picture isn't changing, it's better to move it with move picture. Since you only one box is checked in the key event process, the only possible value of the variable will be 6, thus making the branch unneccessary, and always happening. Darken Darken View games View playlists Close. I think this program useful for picture coordination if anyone's having trouble with it.

This I did not even think about. Good call. I'll make a revision right away. Good to know! Another revision. While this is true, I created this with the idea that people might also want to keep other keeps open to do other things, like maybe hit Shift to swing their sword, or press a number to use an item or something like that, in which case forks would be necessary anyway. Thanks for the comments! Pasty Pasty View games View playlists Close. Feldschlacht IV Sit down.

Be humble. My only issue so far is that sometimes I have to press a button twice to get the cursor moving. Does the cursor variable start at zero? Got things working! Thanks guys, and thanks for this tutorial!

Saved my ass, it did. Glad to know it helped! Furion 3. Furion View games View playlists Close. Very useful tutorial, a lot of people judge games by their images before they play.

If you have a good custom menu that looks good and user friendly, you can almost guarantee a download. Dezz Dezz View games View playlists Close. Always wanted to know how to do this. Saya Saya View games View playlists Close. I'm not sure if RM2k does or not RM2k3 did a lot more with the engine in little subtleties like that.

But if you want a work around, you can turn on a switch at the end of the "initializer" event that leads to a blank page that isn't auto-start. Effectively would do the same thing. How about the implementation of sub-menus? I've made a tutorial for how to implement the item sub menu here. Pages: first 1 2 3 next last. The Network. New to RMN? What is Makerscore?

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