Game Menu/GUI
Game Menu/GUI
I am trying to make a game menu for a game I am working on. It is to have simple features like Quit, Save, Load, and Settings. Is it better to type it in code or to use an editor like Irrlicht's GUIEditor? I've tried the editor and I cant seem to go anywhere with it.
Re: Game Menu/GUI
Well it all depends on what you need to do. If you need a really complicated GUI, then I would recommend that you learn the GUIEditor. If you only need a simple one, then I recommend that you just write it by hand.Elmo115 wrote:I am trying to make a game menu for a game I am working on. It is to have simple features like Quit, Save, Load, and Settings. Is it better to type it in code or to use an editor like Irrlicht's GUIEditor? I've tried the editor and I cant seem to go anywhere with it.
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Irrlicht is not a game engine, it is for 3D. Saving game is Saving information, it is saving data. We talk about programming.
You need to have a class (or structure) that handle the GAME information and you need to serialize it in a file (save). Loading game is creating an instance of that class by setting all it's member (info) equals to the deserialized data from a file (the reverse process). Check on GOOGLE C++ Serialization.
You can also save info as a XML file or in registry, etc.
First of all, you need to DEFINE which information you want to keep and after that create method like SaveGame() and LoadGame() which call Serialize() and Deserialize().
You need to have a class (or structure) that handle the GAME information and you need to serialize it in a file (save). Loading game is creating an instance of that class by setting all it's member (info) equals to the deserialized data from a file (the reverse process). Check on GOOGLE C++ Serialization.
You can also save info as a XML file or in registry, etc.
First of all, you need to DEFINE which information you want to keep and after that create method like SaveGame() and LoadGame() which call Serialize() and Deserialize().
No it wiil not.Elmo115 wrote:I have been looking into both serialization and the savescene command. By just saving the scene, will that save everything like the location of the player, the progress of the game, the items picked up, etc. ? That is what I need to be done.
Although the scene node has several properties that can be use for your game managment (in case you choose to use it), you will have a lot of extra info about your game, in particular , the progrress of the game, items picked, etc.
You must create a data structure, (struct, class etc) that handles with all this properties and the function that allows to uses them.
No - See next quotes:Elmo115 wrote:I have been looking into both serialization and the savescene command. By just saving the scene, will that save everything like the location of the player, the progress of the game, the items picked up, etc. ? That is what I need to be done.
Danny Gilbert wrote:Irrlicht is not a game engine, it is for 3D. Saving game is Saving information, it is saving data. We talk about programming.
You need to have a class (or structure) that handle the GAME information and you need to serialize it in a file (save). Loading game is creating an instance of that class by setting all it's member (info) equals to the deserialized data from a file (the reverse process). Check on GOOGLE C++ Serialization.
You can also save info as a XML file or in registry, etc.
First of all, you need to DEFINE which information you want to keep and after that create method like SaveGame() and LoadGame() which call Serialize() and Deserialize().
Vsk wrote:You must create a data structure, (struct, class etc) that handles with all this properties and the function that allows to uses them.