Posts Tagged ‘menu’

Rough interface in the working, levels galore.

Posted by (twitter: @tselmek)
Sunday, August 28th, 2016 11:37 am

Got a rough base for a menu and a level selection screen as well as sketches of what the first tutorial levels could look like. Will leave them as is for now and improve them tomorrow, let’s make more levels now.

View post on imgur.com

Menu &MVP building

Posted by
Sunday, April 17th, 2016 1:50 am

The otomata and the tone-Matrix is so fun and cool.

but music/sound effect still a big problem…..٩̋(๑˃́ꇴ˂̀๑)

hope i could solve these problem before the deadline.

 

btw, share some cool music:

http://toycompany.bandcamp.com/album/chipspeech-automate-songs-01

 

Main &&MVP biulding

Free Game Jam Menu Template for Unity 5

Posted by
Tuesday, August 18th, 2015 5:22 pm

I posted this a while back when we released it but I figured I’d repost as things heat up for LD33. This is a simple menu UI / audio package that you can download for free from the Unity Asset Store. There’s a list of functionality below, as well as a live training session I did for Unity’s YouTube about how to set it up and use it here.  If you have questions there’s a forum thread here. Hopefully this helps you focus on making fun games and less on boring stuff during the jam! If you end up using it drop me some feedback on the forum or via twitter (@mattmirrorfish).

 

gameJamTemplate

You can download it from the Unity Asset Store here, for free

Functionality:

Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

Music
– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

Free Game Jam Menu Template in Unity 5

Posted by
Tuesday, June 30th, 2015 2:53 pm

After my participation in LD32 (my first!) I experienced the pain of having limited time to work on making some cool mechanics, art and audio, only to realize at the last minute that I didn’t have time for basic functionality like a menu, pause screen and music and sound options.  Since I would like to be able to use these things myself in the next jam I decided to make a template package that’s publicly available for everyone to use, and since in between making jam games I work at Unity as part of the online content team (we make the tutorials for the Unity learn site)  we decided to publish it as an Official Unity Thing™.

See below for a download link and a list of functionality built in. The package has a read me file inside with setup instructions and I’ve done a live training for our live training series which walks through setup and also how the scripts work.

gameJamTemplate

You can download it from the Unity Asset Store here, for free

Functionality:

Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

Music
– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

Game Development; A Four Month Retrospective

Posted by (twitter: @powderblock)
Monday, December 16th, 2013 11:39 am

So, I have been learning C++ for some four to five months now. Last Ludum Dare, I used C++ to make a text adventure game. That was the first ‘official Ludum Dare’ game I made with C++, and I was pretty happy with it. This game had no graphics or sound, and that’s because I didn’t know how to program those at the time. This LD, I made a game with graphics and sound, personally, I think it’s pretty cool I was able to learn these skills in just four months.

Or, as I put it in a post on the second of October; “I am still learning more and more about C++ and OpenGL, so maybe next LD I will have sound and graphics. Who knows.” I am proud that I was able to make something playable in OpenGL and SDL in the span of just 48 hours that also had sounds and graphics. Thank you, everyone.

difference_menus
My progress over just four months, represented by menus.

I will still be doing a post-mortem after the voting ends, I just thought I could share this cool experience with you guys.

About that level design thing

Posted by (twitter: @mmacielm)
Saturday, December 14th, 2013 3:17 pm

So instead of doing something playable, I just went with more graphics and “finished” the main menu, the vertical lobby and the horizontal lobby. Since it’s an open area but you only walk in one axis, the “indoor” parts will be more narrow.

2_mmacielm

main menu, with a button to choose to walk up/down and a button to walk left/right. title and credits button later

1_mmacielm

left/right path

3_mmacielm

up/down path

Probably changing the crystal in the menu with something similar to a flower, since the “bridges” endend up looking like petals.

 

MINIMALISTIC TURBO Now on Charity Jam!

Posted by (twitter: @powderblock)
Tuesday, November 26th, 2013 1:49 pm

Hey guys! Just finished up an amazing Jam where the point is to link a button in your game to a charity of your choosing. You may have heard of it as we have all been talking about it for a few weeks now here on LD. Anyway, my game is called MINIMALISTIC TURBO and I am very proud of how this turned out. This was my first game with a menu, sounds, actual graphics, and I really am just really glad with how it turned out. I think what I enjoy most is the tight controls, gameplay, and how there are very few bugs, no really, I gave this to my testers and they couldn’t find anything that was actually a bug. A few small tweaks, but no game breaking faults. This is pretty big, if you remember my last LD game, a text adventure that was pretty buggy and more often than not break for testers. I am still pretty proud of the text adventure, it was really big for me at the time and still is pretty complex, anyway, that just shows how much I have grown.
Something else I added in this game were sounds I haven’t really had any experience with sound in games, I mean, I had played around with some stuff, but this was my first game that really embraced that and did it well.

Gold_Title

I am a little bit unhappy with how my text ended up on the main menu, the taglines at the top are different lengths, and I couldn’t figure out a clean and quick way to center it because I am using outdated OpenGL and GLUT. if I could learn how to do textures soon that would be more than helpful. .-. I tried to get SOIL to work DURING the Jam, and well, that didn’t really work. However; I didn’t try too hard on that. I learned about getting burned out  and sticking on a problem a while ago, in a Mini-LD. (Pro-Tip: When stuck on a problem, find a kludge, make a note, move on, come back to it later.)

Anyway, all in all, I am really proud I was able to do this, and I hopefully helped the Red Cross along the way.

Wanna play my game? You can look for it here, or download the game.
Use the hashtag #MINIMALISITC_TURBO to tweet about my game! Or, follow me on the twittertwaters (@powderblock) for live tweeting late night fun.

A lot of progresses!

Posted by (twitter: @XxDarkmaidenzxX)
Saturday, April 27th, 2013 12:50 pm

I’ve done a lot of progress since the last post, and probably i’ll finish the game soon.
Basically the game i’m making is definitively called “Earth Defender”, here’s the main plot.

You are the first space division commander, a hero who must save the world from an alien invasion! You are the only one who can defeat them and save the world…!

Full story will be uploaded at the end of this competition ^.^

screen2

Second screenshot of the day. This will be Earth Defender main Menu!

Here’s the list of the things i’ve done or i have yet to do!

  • Storyboard
  • Graphics and art (Almost done)
  • Music and Sounds
  • Code and Framework (Almost done)
  • Easter Egg ?? (The next post will be about it ^.^)

Final Update for Goblin Fortress

Posted by (twitter: @AtkinsSJ)
Sunday, December 16th, 2012 2:12 pm

It’s been an awesome weekend. 😀 Unfortunately, I attempted something far too big, and so while I’m really pleased with what I have, there’s no actual goal, or win/lose condition. Then again, I’ll probably continue working on this after LD finishes.

I’ve added sound effects and the last few animations, fixed the last couple of bugs I came across, and put in a spectacular menu screen:

menu

 

Ah, isn’t it truly beautiful?

Anyway, it’s 9pm, and I know I couldn’t get much more in here, so I’m done! Good luck to everyone still working furiously on their games. 😀

Game page is here.

Starting Menu

Posted by (twitter: @rye761)
Saturday, December 15th, 2012 2:46 pm

I’m starting to work on my menu/title screen and eating this pack of gum (well, chewing it!)

This Pack of Gum

The game is “complete”!

Posted by (twitter: @sirGustav)
Sunday, August 26th, 2012 2:24 pm
the game

the game

SO…. the game is “complete”. You can select between 3 different animals to play as with 3 different powers. The cat can cough up furballs, the skunk can drop smelly bombs and the labrat get extra evolution points for being experimented on. You fight of scribbles/spaghetti monsters and sometimes they drop bombs that explode. If you kill enough enemies you can evolve gaining faster moments, better powers, more health etc. However, to keep on surviving as a species you must mate with other animals and get children.

the menu

the evolve menu

Now I need to spend the rest of the time to polish it up and make the menu system comprehensible and intuitive and not ugly.

 

delicious food

delicious food

evolution escape – status #5

Posted by
Sunday, August 26th, 2012 7:34 am


We have some cool images on the main menu, and some initial 3D models …

here are the summary of the new features :
– hit from enemies
– new level images on main menu
– respawn of the character after life goes zero
– facebook sharing

to go
– sound effects
– enemies run after character
– textures on the models
– more decoration in the levels

tip on unity web player over HTTPS
When using the unity player on a HTTPS the browser wasn’t able to load the necessary script to make it work, to solve this I just copied the unity script to same folder of the web project, so the script is load under HTTPS and no warning or security issues happens, this took me some hours to figure out !!

here is the last build to test : http://apps.vacavitoria.com/ludumdare24/build6/build6.html

now its time to eat !!

alone with myself – main menu + end screen + life boost

Posted by
Saturday, December 17th, 2011 5:41 pm

add main menu, end screen, life boost items

next steps for release 1 :

  • increase map size
  • splash screen
  • sound track  – already choose !!! 😛
  • sound effects

release 2

  • add stories
go go go !!!! :)

Nearing the end of Day 1

Posted by of Platymuus (twitter: @SpaceManiacX)
Saturday, December 6th, 2008 5:55 pm

The main menu! Yay!

The game. Aww.

Finishing up tonight – pause menu, driving controls

Tomorrow – people that follow you, obstacles, and a goal.

A menu!

Posted by
Saturday, April 19th, 2008 9:45 am

Woohoo! I have a menu! Yeah, its not the best looking menu in the world, but it works 😉

menu

Day 3, About Done

Posted by
Sunday, December 16th, 2007 11:28 am

Looks like 7.5 hours to go, and I have what could be done.  I definitely want to add a bunch more levels, and maybe music… I’m going to try out Musagi a bit!  But other than that, we’re done.  Fully functional menu and instructions screens, all the gameplay is in and whatnot.  High scores are a go.  Here’s the menu:

ld10 screen 7

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