How to make a interactable menu (Difficulty: 🟨)

In this tutorial, we will make a modern-looking main menu that you can click on.


1 - Create the Graphic
A good main menu has 2 parts. One of the most important is the visuals. A good main menu graphic will allow the user to be introduced into the game.

Let’s start with a camera view. For mine, I shrunk the Y scale to the lowest possible, as I want the player’s character to be included. Changing the X scale changes the size of the assets used in the menu. I set mine to be ~8 tiles, making the camera view a square.

Next, mess around with where you want the player to be positioned. If you want to make the player invisible, position them behind where you would put your menu. I’d recommend stopping and starting the game to get the best location.

With your spawn pad added into the camera, add some visuals to the graphic side of your menu. I added a space catwalk to mine. Remember, this is just an example, so you could add literally anything, from images to NPCs, to your graphic.


2 - Create the Menu
To create a good menu, you can use layered zones to create a large colored rectangle.

Why not barriers? Even though they may be cheaper, they block projectiles. This is important for later.

Add some text for the title of your game and some buttons below it. I recommend 2 buttons, as you can always make teleporters that bring you to extra menus, or use blocks to change the value of the text buttons.

Make sure the text and zones are in the above layer.

It’s looking great! But hold on… How do we interact with it?


3 - Interacting with the Menu

There’s a reason my gim has been holding a zapper this whole time. In order to interact with your mouse, you’re gonna have to fire projectiles at the text boxes.

Create a new sentry with 1 health, 1 second respawning, and low stats. Hide it behind the zones so it becomes invisible. Place a barrier half way over it. This allows the user to fire at the sentry, but it won’t be able to fight back. Copy the sentry so that it is in front of each of your buttons.

Next, place down these 6 devices:

  • Lifecycle
  • Team Switcher
  • Starting Inventory
  • Inventory Item Manager
  • Speed Modifier (x2)
  • Spawn Pad

Attach the lifecycle to the first speed modifier, so that when you start the game, you’re speed is set to 0.

Attach the team switcher to the sentry you want to start the game so that when it is eliminated, your team is switched. Switch their team to team 2, and make it so that the main menu spawn pad is only for team 1. In order for players to respawn, move the spawn pad you placed to where you want the game area to be and set the team to 2.

Make the starting inventory item a zapper, or any other ranged item. The inventory item manager should be set to that same gadget. In the inventory item manager, set the respawn behavior to delete (override should be true).

Finally, attach the second speed modifier to the sentry so that your speed is reset when you enter the game. With all of these devices added, you should have a working interactable menu.


Challenge
With this tutorial complete, try to make a second menu that opens when you click a button in the starting menu. There are many different solutions, and it’s important to learn how others approach it. If you figure it out, share it with us! If you’re struggling, go see how other people tackled it, and ask questions if you need!

32 Likes

Woah I needed this!

Ok soo it works, but it doesn’t work. I think I did something wrong tho

8 Likes

There’s defo a better way of doing this. I’ve seen it myself.

5 Likes

nice guide, but I agree CommanderGOAT :D.

4 Likes

probably with the season pass but I’m no fan of microtransactions

6 Likes


Why wont the barrier stay over the sentry it does in editing mode and also I tried layers

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Put the sentry in “below players” and the barrier in “above players”. If that doesn’t work, let me know.

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Yooo i’ve never thought of this! So creative! :grinning_face_with_smiling_eyes:

6 Likes

Awesome guide! I would prefer a ball & goal but this works just as well! Super glad that you’re back!

9 Likes

Great guide! With this, RPGs can now be made easier, opening up a new window of possibilities in Gimkit. Add that with save code loading, and you have the perfect game. One little suggestion though: maybe use dropdowns? The formatting was good, but organizing things might make the overall appearance of the guide better. A poll or two might also be helpful. All in all, this is a decent guide with purpose. My rating for this guide is 9/10.

6 Likes

No, I know of a way without the season ticket.

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Is this possible in platformer?

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Yes, you just have to place like a platform so players don’t fall

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I’m so surprised I haven’t thought of this!!

An actual selectable menu to introduce a player into a game is genuinely one of the greatest conceived ideas on the forums, if I’m making a story game I’ll definitely include this as the starting menu.

9 Likes

WAIT I JUST REALIZED, can’t you just you the setting, the barrier wont block projectiles option?

6 Likes

Do you have a tutorial posted for that or a quick summary on how to do that if you have the time??

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No, for now…lemme work on it real quick, might come to you tomorrow or later

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Okay thanks for your help! Take your time too, no rush..

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Yeah I aint spending money

4 Likes

Bump!
An interactable menu? Bet.
Reusable Bump!

(Please wait at least a week before checking the box!)

4 Likes