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How to create a main menu with save/load system

karmacomposer
Registered User
Quote
2018-09-22 03:55:38

The time has come to test if Coppercube can be used to make a full, real game, despite it's 90's renderer and lightweight feel.

I think it can.

One thing that makes Coppercube shine - and I have tested almost every engine I can get my hands on - is that it can load ANY object without a real problem.

All other engines have had problems with some or all of my 3D assets but anything I throw at CC just loads!

So, now it's time to worry about a main menu with options and a save/load system - all games have it and CC made games should be no different.

So, let's all create one and i'll share with the class.

We also need to create cut scenes and I think multiple cameras, paths and some creative programming will get it done - although simplistic.

So, who can point me in the correct direction to get a main menu started.

Thanks.

Mike


karmacomposer
Registered User
Quote
2018-09-22 03:58:18

Here is what the MAIN MENU should at least do:

Have a nice custom background, either still or video with music and text overlay:

NEW GAME

LOAD GAME

SAVE GAME

OPTIONS

AUDIO OPTIONS
VIDEO OPTIONS
KEY MAPPING
MISC

QUIT

Let me know if anything else should be included in the MAIN MENU.

Mike


karmacomposer
Registered User
Quote
2018-09-22 04:34:48

So I now have the background screen, main menu text and music in place. I assume I create new scenes for the load, save and options menus.

Mike


karmacomposer
Registered User
Quote
2018-09-22 05:03:37

I'm beginning to see that Coppercube needs a new camera type or scene type - the 2D scene NOT using any 3D items and allowing the user to use their mouse or keyboard.

A main menu seems near impossible without this. I see no way of allowing mouse usage.

I wonder if this is available in javascript?

Mike


karmacomposer
Registered User
Quote
2018-09-22 05:30:40

I solved it by using key presses - first letter of each menu option performs the action.

It works. Not amazing, but it works.

Mike


behroz-khan
Registered User
Quote
2018-09-22 09:43:30

Hmm save and load system... It requires a lot of work. You can use this by saving variables when clicked on "Save Game" and when click on "Load Game" load all variables and according to that variables move the character to the saving position and make the enemies die which were died when clicked on "Save Game" just like 1100101001. Hope you understand my unexplained answer. If you say I can provide you the ccb file...


karmacomposer
Registered User
Quote
2018-09-22 13:08:38

Right now I have the easy stuff done. Next I am working on the load/save and options (if options are even programmatically possible).

@Niko - how do I set options for others to edit, such as video resolution, audio volume, key mappings, etc?

Every game - and I mean EVERY GAME has this.

Mike


just_in_case
Moderator
Quote
2018-09-22 15:06:43

well, years ago i worked on a project which was a clone of the open world game GTA vice city..... I had already developed a few things like audio options, save and load functionality, a pause menu, skin selection menu,start game menu, load game menu etc...

I dropped that project due to copyright issue... and due to lack of a few other features... The only thing in the menu which i hadn't done is Key Mapping....and graphics option.

I will be going to upload that File soon on my website https://neophyte.cf..

now for the things that you have asked....

for audio option use the global variable
system.soundvolume
there is hashtag before the variable...

for resolution of the window... you can only display the current resolution of the game ...can't change it during runtime.


karmacomposer
Registered User
Quote
2018-09-22 15:42:38

wrote:

for resolution of the window... you can only display the current resolution of the game ...can't change it during runtime.


Oh, ok. Any way to change this for next reboot of the game?

Can we turn on and off the full screen effects?

Where can I find all the audio, video and system options that are programmable for Coppercube?

Mike


srfstudio
Registered User
Quote
2018-09-22 16:50:23

@karmacomposer I'm not sure how your menu looks like & if it's done through Copper editor or through script but take into account three things:

1. Text is not scaling together with game-window.
2. Images are changing their positions if game-window aspect ratio is not close to original aspect ratio (if your window is 16:9 & player resize it to, let's say, 1:1 your GUI is messed up).
3. You should make a non re-sizable game window with fixed resolution or change 'Position Mode to Absolute (pixel)' or do the GUI completely in code/script.


karmacomposer
Registered User
Quote
2018-09-23 00:16:37

I read that you can use html with Coppercube. If this is true then can we use Twitter bootstrap to create responsive menus?

If so then how do we attach Coppercube JavaScript to the html pages?

For that matter, how would we pack the html into the finished game?

Mike


srfstudio
Registered User
Quote
2018-09-23 14:52:13

CopperCube can use almost all modern cross-platform advantages, you can display Twitter, iframe Youtube or all other html-based content, use canvas-compatible effects, create divs, buttons and everything in real-time but there is one thing: your CC game has to be in WebGL.

You can have a desktop build through NWJS, Atom or some other wrapper but, since the game is WebGL, it has to be much, MUCH, more optimized than for DirectX :) I'm at final stages of figuring out what's working & what's not working fps-wise for my game. It can be frustrating at times because most of the things that can easily run at 60 fps in DirectX are giving you about 20 fps in WebGL at best :D

But for me it's a must since my CC levels will be part of a game that's including a number of different html/java/css/webgl components.


mrbobs
Registered User
Quote
2024-03-04 13:07:27

i need a tutorial of how to add the settings with like volume brightness and more things would be great im super new to this and want this in my menu thx


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