Help and Feedback Art Design Support Show
This is my first DevForum post so don’t mind my bad intro Right now I am making an FPS game and am looking for suggestions and feedback on this Settings GUI. At the moment I only have an option to adjust the gun sensitivity and change the graphics. Suggestions: What suggestions will I take?
Please take into consideration that the goal for this GUI was a simple GUI, with no bright colours or fancy designs. Thank you. 1 Like
First of all, welcome! First thing that stands out to me here is that there doesn’t appear to be any indication as to what Graphics setting I am currently using. Perhaps this will be set with some sort of contrasted button color background or something in the future but I just figured I would throw that out there. I might condense it to “Sensitivity” as the left panel and then have “Mouse Sensitivity” and “Aim Sensitivity”. For the Graphics settings you might be able to save some space by going for a checkbox route of having three boxes to the right of some text essentially like this: Low MediumHigh It may help you with fitting additional settings later by saving some space. I am not a UI Designer, and I am sure some awesome members of the community will make some suggestions far better than what I have made
Wow, I was not expecting anyone or an ADMIN to reply. I was going to add checkboxes but I found it easier to just add an outline to the selected box (it only took me like 5 minutes)
You’re like very lucky dude. Anyway I suggest to add more details, and do you notice the sky down? Yeah you need to fix that.
This article expands on the articles/Using Images in GUIs|Using Images in GUIs tutorial and demonstrates how to make on-screen buttons that can be used for menus, in-game actions, and much more. Button TypesText ButtonA TextButton is very similar to a TextLabel, except that a player can activate it with a click/tap. Internally, it also shares many of the same visual properties as a text label — font, background color, stroke color, etc. Image ButtonSimilarly, an ImageButton is like an interactive version of the ImageLabel object and it uses a custom image that you upload to Roblox. It also shares most of the same properties as its non-button counterpart. Creating a ButtonThe remainder of this article demonstrates how to add an ImageButton to the screen and flip it between three appearances depending on the player’s interaction. Add an ImageButton
This will add an empty image button to the corner of the game view. Upload ImagesThis button needs three custom images — its normal appearance on the screen, a hover-over appearance, and a final image for when the player presses it.
ImgButtonNormal
ImgButtonPressed You can use these menu buttons for testing — simply right-click each one and select Save Image As... to save them to a convenient location on your computer. Instead of uploading each image separately, use the Asset Manager to upload multiple assets at once:
Inside the folder, you should see the new images: Setting the three appearances for the button can be done through the ImageButton object.
Adjust the ButtonTo finalize the button’s appearance on screen, make the following adjustments:
Attach a LocalScriptThe final task is hooking up basic button functionality.
This is a basic button script and it works as follows:
Although there are several different event types which you can connect to buttons, the GuiButton/Activated|Activated event is the most reliable for basic buttons, providing standard button behavior on all platforms from PC to phone/tablet to console.
If the button doesn’t work as expected, check the following:
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