![]() ![]() This allows you to have ever-present user interface (UI) options such as a pause or menu button.īoth of these buttons would rely on the Pause Game behavior, which pauses all activity in the current scene, while bringing up another scene’s actors as an overlay – all without moving away from the current scene. One of the tools GameSalad offers to ease this process is the ability to create multiple layers in a scene, which allows you to have a static overlay that stays in place regardless of what else is happening in the scene by setting a particular layer to non-scrollable. Typically, they include options like going to the main menu, restarting a level, or quitting the game. These are the options that might pop up if your user pauses the game. It’s also straightforward to create “locked” levels through the use of attributes.Īnother type of “menu” is an in-scene or in-game menu. ![]() Offer your users buttons labeled with each of your levels, and use the rule above with one simple change – select the appropriate scene from the drop-down menu. Offering users the opportunity to jump straight to a specific level will require a bit more work, but the logic will remain virtually identical. We can set this up with a very easy rule: Typically, your main menu will be your first GameSalad scene, so the first level in your game will typically be your second scene. This button typically will use the “change scene” behavior to move users to the first level in your game. While we won’t get into the principles of good design here, it’s worth pointing out a few of the features GameSalad makes easy. The design and layout of this menu is one of your first chances to make a great impression on your players, so it’s worth spending some time on. In GameSalad, your primary menu will be the one users first see when they load the game – giving them opportunities to “play”, “select a level”, “adjust volume”, and other game-related options. When they aren’t, well… players are always willing to offer up vocal feedback. ![]() When done right, the player is unlikely to even notice the craftsmanship as he or she breezes through menus effortlessly. Another integral part of game development is as unglamorous as it is essential: Menu Systems. ![]()
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