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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 2D RPG Quickstart
  • 25 Start Menu & Save Games

25 Start Menu & Save Games

Table of Contents
  • UI Background Prefab
    • Image
    • Create Prefab
  • UI Settings
    • Exit Game Question
  • Save Games
    • Save Game Settings
      • Save File Settings
    • Save Data Settings
    • File Settings
      • File Info
    • UI Backgrounds
    • Pause Settings
    • Save Game Menu
    • Load Game Menu
    • Save Point Settings
      • Cancel Button
  • Combatant Selection
    • Base Settings
  • Start Menu
    • Start Menu Settings
    • New Game Settings
    • Menu Options
  • Save Changes
  • Auto Saves (Optional)
    • Creating a Save Point
      • Save Point Settings
      • Start Settings
    • Other Scenes
  • Testing

In this tutorial we’ll begin the setup for our game’s menus.

We’ll start with some general settings:

  • menu background prefab
  • exit game question
  • save game settings
  • combatant selection
  • start menu

Let’s get to it!

UI Background Prefab #

First, we’ll create another UI prefab – this time a background for our menus. Open the UI Environment Scene to create the prefab.

As usual, we can easily set this up using the scene hierarchy context menu: Makinom > UI > Background (Sprite)

This’ll create a UI background a bit larger than the canvas, we just need to adjust the Image component.

Image #

  • Source Image
    Select the White_16x16 sprite.
    You can find it in Assets/Tutorial Assets/Images/UI/.
  • Color
    Select a black color with about 4/5 filled alpha value (e.g. A=0.8 or A=200, depending on the color picker).

Create Prefab #

Create a prefab out of the Background game object by dragging it into the project view, e.g. name it Menu Background.

Don’t forget to remove the game object from the canvas.

UI Settings #

First, we’ll set up a dialogue that’s used when the player wants to exit the game.

Open the Makinom editor and navigate to UI > UI Settings.

Exit Game Question #

This dialogue can be shown when offering the player to exit the game, e.g. in menu screens.

  • UI Box
    Select Blue Center.
  • Text (Message Content)
    Set to: Exit to the start menu?

Question dialogues can either use the accept/cancel keys (or buttons added to the UI box prefab), or offer choice buttons.

  • Use Choice
    Enable this setting.

The Yes Button and No Button texts are already set up as we need them (Yes and No).

Save Games #

Navigate to UI > Save Game Settings, we’ll take a look at the save games and set up the save menus.

Save Game Settings #

These settings handle the number of available save slots (and auto save slots) as well as where the save games are saved.

We’ll stick with the default setup:

  • Save Slots
    Set to 3.

Save File Settings #

These settings handle where the save game is stored – we stick with the default setup.

  • Save File Type
    Select Persistent Data Path.

Save Data Settings #

These settings define which game data will be part of the save game.

We’ll stick with the default setup, which will save most of the data.

File Settings #

Define the name of save files and content included in the file’s information (e.g. game time, area).

We’ll adjust the File Info to include some information about the saved game, the rest will be kept at the default setup.

File Info #

  • Name
    Set to: <filename> (<time>)
    <playername>, Lvl <playerlevel>

UI Backgrounds #

We’ll use the Menu Background prefab we just set up to display a background in save menus.

Click on Add General UI Background.

  • UI Layer
    Select Background.
  • Prefab
    Select the Menu Background prefab.
  • Before Open Schematic
    Select the UIFadeIn schematic.
  • Wait
    Enable this setting.
  • Before Close Schematic
    Select the UIFadeOut schematic.
  • Wait
    Enable this setting.

Pause Settings #

You can optionally pause the game while displaying save game menus, we’ll do that.

  • Pause Game
    Enable this setting.
  • Freeze Pause
    Enable this setting.
    This’ll set the time scale to 0, halting all animations, movement, etc.

Save Game Menu #

These settings handle the menu for saving the game.

  • UI Box
    Select Blue Center.
  • Add Cancel Button
    Select Last.
  • Text (Message Content)
    Set to: Select save slot:

Load Game Menu #

These settings handle the menu for loading a saved game.

  • UI Box
    Select Blue Center.
  • Add Cancel Button
    Select Last.
  • Text (Message Content)
    Set to: Select load slot:

Save Point Settings #

We don’t use save points (we can save at any time using the in-game menu), but we’ll set it up anyway.

  • Show Choice
    Enable this setting.
  • UI Box
    Select Blue Center.

The default Save Button and Load Button setup is already what we need, but we’ll add a cancel button.

Cancel Button #

  • Add Cancel Button
    Select Last.

Combatant Selection #

Combatant selections can be used to select targets for abilities and items in menu screens – we’ll e.g. use this in ability and inventory menus.

Navigate to UI > Combatant Selections, we’ll change the Default combatant selection.

Base Settings #

  • UI Box
    Select Blue Center.
  • Only Battle Group
    Disable this setting.
  • Battle Sorted
    Enable this setting.
  • Remember Selection
    Enable this setting.
  • Add Back Button
    Select Last.

Start Menu #

The start menu is used to start a new game, load a saved game, exit the application and more. Learn more about the start menu in this documentation.

Navigate to UI > Start Menu.

Start Menu Settings #

  • Start Menu Scene
    Set to: Start Menu
    This is the scene we want our start menu to show automatically (and return to on game over).
  • Auto Call
    Enable this setting.
    The start menu is automatically displayed in this scene.

New Game Settings #

  • New Game Scene
    Set to: Town
    This is the scene that’ll be loaded when starting a new game (via the start menu).

We should already have our StartGame schematic set up as the Start Schematic.

Menu Options #

  • UI Box
    Select Blue Center.

A new project already has 3 options added to the start menu:

  • New Game
    Starts a new game.
  • Load Game
    Opens the load game menu to load a save game.
  • Exit
    Closes the application.

We’ll add another option to Continue the game from the last save game.

Click on Add Option.

  • Option Type
    Select Continue.
  • Hide Inactive
    Enable this setting.
    The button is not displayed if no save game to continue is available.
  • Auto Select
    Enable this setting.
    The button is automatically selected if a save game to continue is available.
  • Text (Menu Button)
    Set to: Continue

Click on Move Up to move the Continue option up, until it’s the first option (Option 0) of the start menu.

Save Changes #

And that’s it!

Don’t forget to save your changes by clicking on Save Settings at the bottom of the editor.

Auto Saves (Optional) #

Let’s add auto save games – the game should save to the Auto Save slot each time after changing a scene. I.e. after entering a scene changer and a new scene was loaded, or after a battle was finished.

For this, we simply add a Save Point component in each scene that saves to the Auto Save slot instead of displaying a save point.

Creating a Save Point #

Open the Town scene and create a new, empty game object using the scene hierarchy’s context menu: Create Empty

Rename the game object to Auto Save and move it somewhere out of the way.

Add a Save Point component to the game object using the component menu.

Save Point Settings #

  • Save Point Type
    Select Auto Save.

Start Settings #

Click on Autostart to set it up to automatically start after loading the scene.

Save the changes you’ve made to the scene.

Other Scenes #

Copy the Auto Save game object in the scene hierarchy.

Open the Forest scene and paste the copied game object into the scene. Save the changes.

Open the Deep Forest scene and paste the copied game object into the scene. Save the changes.

And where’ done – the game will now automatically save to the Auto Save slot after loading into a scene. It doesn’t matter if we went through a Scene Changer or came from a finished battle.

Testing #

Hit play in the Start Menu scene.

You can now start the game from the start menu.

 

Next, we’ll add the in-game menus using menu screens.

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Updated on March 8, 2023
Table of Contents
  • UI Background Prefab
    • Image
    • Create Prefab
  • UI Settings
    • Exit Game Question
  • Save Games
    • Save Game Settings
      • Save File Settings
    • Save Data Settings
    • File Settings
      • File Info
    • UI Backgrounds
    • Pause Settings
    • Save Game Menu
    • Load Game Menu
    • Save Point Settings
      • Cancel Button
  • Combatant Selection
    • Base Settings
  • Start Menu
    • Start Menu Settings
    • New Game Settings
    • Menu Options
  • Save Changes
  • Auto Saves (Optional)
    • Creating a Save Point
      • Save Point Settings
      • Start Settings
    • Other Scenes
  • Testing
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