free gamesalad no load times menu template + tutorial
CodeMonster
ACT, AustraliaMember Posts: 1,078
hey everyone today I have made a tutorial on making a gamesalad menu system with no load times,
eg; you click credits and it takes you to the credits page, all in one scene.
I made this tutorial as simple as i possibly could in the shortest amount of the time that I could,
this tutorial doesnt envole much code at all meaning basically no lag, so have a look at my tutorial and tell me what you think
thanks.
the video tutorial:
the template (best to watch tutorial then download)
https://www.mediafire.com/myfiles.php#myfiles
and there is much more tutorials to come, i will also be posting photos in a different post of my upcomming game, stay tuned.
eg; you click credits and it takes you to the credits page, all in one scene.
I made this tutorial as simple as i possibly could in the shortest amount of the time that I could,
this tutorial doesnt envole much code at all meaning basically no lag, so have a look at my tutorial and tell me what you think
thanks.
the video tutorial:
the template (best to watch tutorial then download)
https://www.mediafire.com/myfiles.php#myfiles
and there is much more tutorials to come, i will also be posting photos in a different post of my upcomming game, stay tuned.
Comments
Cheers
Aaron
+1 :P
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
+1 for the PC tutorial there's not too many of them around (i think) and there's a lot of PC users so credit for that and hope you make more.
Darren.
All the camera control actors behave the same way. If its own ID is the same as a game ID, run the Control Camera behavior. Instead of unlocking the actor, make the prototype have that behavior all built and replace that hard coded ID with an actor attribute instead. Change that actor attribute on each of the instances to the appropriate ID.
That will cut down your coding a lot, and if you have to modify the camera control actor later for something else, you don't have to do that for every instance.
Otherwise, the general idea of using the Control Camera to have multiple views on the same scene is sound.
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