M
moog
Guest
I'm quite new to GM2, and have been looking at some menu tutorials that are out there. They all seem a little complicated for the kind of menu that I'm looking to make.
I'm working on a mobile game. I'd like to have a grid of square icons that appear after you tap on a parent menu icon. From there, tapping each menu icon will basically just bring you to a new room.
The best analog I can think of for this is the menu system in Neko Atsume.
It seems pretty complicated to create an array system for this, since most of the menu icons will just lead to a room_goto() function. So I'm wondering if it makes sense to do the following:
Does it still make sense to organize this in an array, as is typical of menus? Or can I hack it together this way?
I'm working on a mobile game. I'd like to have a grid of square icons that appear after you tap on a parent menu icon. From there, tapping each menu icon will basically just bring you to a new room.
The best analog I can think of for this is the menu system in Neko Atsume.
It seems pretty complicated to create an array system for this, since most of the menu icons will just lead to a room_goto() function. So I'm wondering if it makes sense to do the following:
- Create a persistent object with Draw GUI for the parent menu sprite (a little icon that says MENU). Tapping this will expand the menu and show the grid.
- Create a new room for the expanded grid menu, which will simply appear over the previous room.
- Create an object for the expanded grid menu, and use Draw/Draw GUI to draw the "buttons" (which will be sprites). Then in the Step event, program it so tapping each sprite will bring you to a different room
Does it still make sense to organize this in an array, as is typical of menus? Or can I hack it together this way?