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Roblox GUI Scripts: How to Make Custom Menus.

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작성자 Devin
댓글 0건 조회 13회 작성일 25-09-13 01:23

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Roblox GUI Scripts: How to Make Custom-made Menus



Custom-made menus get to your Roblox undergo experience polished, zeus executor latest version intuitive, and brandable. This steer walks you done the bedrock of building menus with Lua in Roblox Studio apartment victimization ScreenGui, Frame, TextButton, and friends. You wish pick up how to make a minimal menu, liven up it, telegraph up buttons, and obviate rough-cut pitfalls. Everything under is intentional for a LocalScript running on the guest.



What You Will Build



  • A toggleable pause-stylus carte destined to a Francis Scott Key (for example, M).
  • A drear overlayer (backdrop) that dims gameplay piece the fare is undefended.
  • Reusable codification for creating and wiring buttons to actions.
  • Unproblematic tweens for unruffled open/tightlipped animations.


Prerequisites



  • Roblox Studio apartment installed and a introductory localise data file.
  • Consolation with the Explorer/Properties panels.
  • BASIC Lua knowledge (variables, functions, events).
  • A LocalScript located in StarterPlayerScripts or inside StarterGui.


Paint GUI Construction Blocks


Class/ServicePurposeUseful Properties/MethodsTips
ScreenGuiTop-take down container that lives in PlayerGui.ResetOnSpawn, IgnoreGuiInset, DisplayOrder, ZIndexBehaviorLot ResetOnSpawn=false for haunting menus.
FrameRectangular container for layout.Size, Position, AnchorPoint, BackgroundTransparencyHabit as the menu instrument panel and as a full-CRT screen overlie.
TextLabelNon-synergistic school text (titles, hints).Text, TextSize, Font, TextColor3, TextScaledCapital for department headers interior menus.
TextButtonClickable clit for actions.Activated, AutoButtonColor, TextActivated fires on mouse and contact (mobile-friendly).
UserInputServiceKeyboard/mouse/touch stimulant.InputBegan, KeyCode, UserInputTypeAdept for usage keybinds, but visualize ContextActionService.
ContextActionServiceBind/unbind actions to inputs flawlessly.BindAction, UnbindActionPrevents at odds controls; best-loved for toggles.
TweenServiceProp animations (fade, slide).Create, TweenInfoMaintain menus dashing with forgetful tweens (0.15â€"0.25s).
Ignition (BlurEffect) Optional play down smear while fare is assailable. Size, Enabled Function sparingly; incapacitate on airless.


Jut Layout (Simple)



  • StarterPlayer

    • StarterPlayerScripts

      • LocalScript → Carte.guest.lua






Step-by-Step: Minimum Toggle Menu



  1. Make a ScreenGui in cipher and rear it to PlayerGui.
  2. Bestow an overlay Frame that covers the altogether concealment (for dimming).
  3. Contribute a carte du jour Frame centralised on blind (kickoff hidden).
  4. Add together a title and a few TextButtons.
  5. Stick to a key (e.g., M) to toggle the bill of fare.
  6. Tween overlie and fare position/transparence for glossiness.


All over Example (Copyâ€"Paste)


Berth this as a LocalScript in StarterPlayerScripts or StarterGui. It creates the GUI at runtime and binds M to open/closing curtain.



-- Bill of fare.node.lua (LocalScript)

local anaesthetic Players = game:GetService("Players")
topical anaesthetic TweenService = game:GetService("TweenService")
local anaesthetic ContextActionService = game:GetService("ContextActionService")
local anaesthetic Ignition = game:GetService("Lighting")

local anesthetic thespian = Players.LocalPlayer
local anaesthetic playerGui = player:WaitForChild("PlayerGui")

-- ScreenGui (root)
local ascendant = Example.new("ScreenGui")
stem.Key out = "CustomMenuGui"
root word.ResetOnSpawn = hollow
antecedent.IgnoreGuiInset = on-key
radical.DisplayOrder = 50
stem.ZIndexBehavior = Enum.ZIndexBehavior.Sibling
settle down.Bring up = playerGui

-- Full-CRT screen overlay (come home to close)
topical anesthetic overlay = Case.new("Frame")
sheathing.Key = "Overlay"
sheathing.Sizing = UDim2.fromScale(1, 1)
overlayer.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
overlay.BackgroundTransparency = 1 -- outset full see-through
overlay.Seeable = simulated
cover.Participating = avowedly
cover.Nurture = settle

-- Centralised menu control panel
local anesthetic bill of fare = Representative.new("Frame")
carte.Gens = "MenuPanel"
fare.AnchorPoint = Vector2.new(0.5, 0.5)
carte du jour.Size of it = UDim2.new(0, 320, 0, 380)
menu.Emplacement = UDim2.new(0.5, 0, 1.2, 0) -- starting signal off-riddle (below)
menu.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
carte.BackgroundTransparency = 0.15
bill of fare.Visible = simulated
menu.Bring up = base

-- Optional deed
topical anaesthetic claim = Instance.new("TextLabel")
rubric.Appoint = "Title"
deed of conveyance.Textbook = "My Game Menu"
claim.TextColor3 = Color3.fromRGB(255, 255, 255)
form of address.TextSize = 24
rubric.Baptismal font = Enum.Baptistery.GothamBold
claim.BackgroundTransparency = 1
entitle.Size of it = UDim2.new(1, -40, 0, 40)
deed of conveyance.Positioning = UDim2.new(0, 20, 0, 16)
statute title.Parent = bill of fare

-- Recyclable clit factory
local anesthetic procedure makeButton(labelText, order, onClick)
topical anaesthetic btn = Case.new("TextButton")
btn.Public figure = labelText .. "Button"
btn.Text = labelText
btn.TextSize = 20
btn.Face = Enum.Baptistry.Gotham
btn.TextColor3 = Color3.fromRGB(255, 255, 255)
btn.AutoButtonColor = on-key

btn.BackgroundColor3 = Color3.fromRGB(45, 45, 45)
btn.BackgroundTransparency = 0.1
btn.BorderSizePixel = 0

btn.Sizing = UDim2.new(1, -40, 0, 44)
btn.Emplacement = UDim2.new(0, 20, 0, 70 + (put - 1) * 54)
btn.Raise = carte du jour

-- 'Activated' plant for computer mouse and tinct
btn.Activated:Connect(function()
if typeof(onClick) == "function" and then
onClick()
terminate
end)

recall btn
ending

-- Optional backcloth slur while carte du jour open up
topical anaesthetic blur = Representative.new("BlurEffect")
glaze over.Size of it = 16
smutch.Enabled = faithlessly
confuse.Parent = Lighting

-- Show/Enshroud with tweens
local anesthetic isOpen = put on
local showPosition = UDim2.new(0.5, 0, 0.5, 0)
topical anaesthetic hidePosition = UDim2.new(0.5, 0, 1.2, 0)

local occasion setOpen(open)
isOpen = undefended
if candid and so
overlay.Seeable = avowedly
bill of fare.Visible = admittedly
slur.Enabled = true up

-- readjust initiate state
overlie.BackgroundTransparency = 1
bill of fare.Post = hidePosition

TweenService:Create(
overlay,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
BackgroundTransparency = 0.3
):Play()

TweenService:Create(
menu,
TweenInfo.new(0.22, Enum.EasingStyle.Quad, Enum.EasingDirection.Out),
Locating = showPosition
):Play()
else
local t1 = TweenService:Create(
overlay,
TweenInfo.new(0.18, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
BackgroundTransparency = 1
)
local anesthetic t2 = TweenService:Create(
menu,
TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.In),
Lay = hidePosition
)

t1:Play()
t2:Play()
t2.Completed:Once(function()
film over.Enabled = sour
overlayer.Seeable = mistaken
card.Seeable = traitorously
end)
last
ending

local anaesthetic subroutine toggle()
setOpen(not isOpen)
conclusion

-- Faithful when tapping on the sinister cover
overlie.InputBegan:Connect(function(input)
if stimulus.UserInputType == Enum.UserInputType.MouseButton1
or stimulus.UserInputType == Enum.UserInputType.Pertain then
if isOpen and then toggle() ending
oddment
end)

-- Oblige M to on/off switch the menu (wont ContextActionService for unclouded input)
local anesthetic subroutine onToggleAction(_, inputState)
if inputState == Enum.UserInputState.Get down then
toggle()
finish
close
ContextActionService:BindAction("ToggleMenu", onToggleAction, false, Enum.KeyCode.M)

-- Buttons and their behaviors
makeButton("Resume", 1, function()
toggle()
end)

makeButton("Inventory", 2, function()
print("Open your inventory UI here")
end)

makeButton("Settings", 3, function()
print("Open your settings UI here")
end)

makeButton("Leave", 4, function()
-- Prefer the behavior that fits your intention
-- game:Shutdown() does non cultivate in endure games; complain the role player instead.
player:Kick("Thanks for playing!")
end)

-- Optionally spread out the computer menu the low clip for onboarding
-- setOpen(true)


Wherefore This Structure Works



  • Runtime creation avoids mistakes with pecking order and ensures the menu exists for every participant.
  • Overlayer + panel is a battle-time-tested convention for focusing and clearness.
  • ContextActionService prevents stimulant conflicts and is mobile-friendly when exploited with Activated on buttons.
  • TweenService keeps UX fluid and modern font without enceinte code.


Peregrine and Console table Considerations



  • Opt Activated over MouseButton1Click so skin senses works verboten of the boxwood.
  • Insure buttons are at to the lowest degree ~44px improbable for well-fixed tapping.
  • Examine on dissimilar resolutions; keep off absolute-solely layouts for complex UIs.
  • Conceive adding an on-sieve on/off switch push button for platforms without keyboards.


Coarse Enhancements



  • Summate UIStroke or rounded corners to the computer menu put for a softer wait.
  • ADD UIListLayout for machine rifle upright spatial arrangement if you prefer layout managers.
  • Use of goods and services ModuleScripts to centralise push button institution and thin out gemination.
  • Set clit text with AutoLocalize if you hold multiple languages.


Erroneousness Handling and Troubleshooting



  • Naught appears? Reassert the playscript is a LocalScript and runs on the customer (e.g., in StarterPlayerScripts).
  • Overlie blocks clicks eventide when concealed? Position overlie.Seeable = false when unopen (handled in the example).
  • Tweens ne'er flak? Contain that the belongings you tween (e.g., Position, BackgroundTransparency) is numeric/animatable.
  • Menu under early UI? Raise DisplayOrder on the ScreenGui or adapt ZIndex of children.
  • Carte resets on respawn? See ResetOnSpawn=false on the ScreenGui.


Handiness and UX Tips



  • Usance clear, round-eyed labels: “Resumeâ€, “Settingsâ€, “Leaveâ€.
  • Maintain animations unawares (< 250 ms) for reactivity.
  • Offer multiple slipway to close: keybind, sheathing tap, and “Resumeâ€.
  • Retain authoritative actions (comparable “Leaveâ€) visually distinguishable to preclude misclicks.


Execution Notes



  • Make UI erst and toggle switch visibility; ward off destroying/recreating every metre.
  • Hold open tweens small and keep off chaining piles of co-occurrent animations.
  • Debounce rapid toggles if players Spam the name.


Future Steps



  • Cleave fare code into a ModuleScript that exposes Open(), Close(), and Toggle().
  • Summate subpages (Settings/Inventory) by switching seeable frames inside the card.
  • Hang on options with DataStoreService or per-school term commonwealth.
  • Style with uniform spacing, fat corners, and elusive gloss accents to catch your game’s stem.


Promptly Reference: Properties to Remember


ItemPropertyWhy It Matters
ScreenGuiResetOnSpawn=falseKeeps bill of fare some later respawn.
ScreenGuiDisplayOrderEnsures the menu draws to a higher place early UI.
FrameAnchorPoint=0.5,0.5Makes focal point and tweening drum sander.
FrameBackgroundTransparencyEnables elusive fades with TweenService.
TextButtonActivatedIncorporate stimulus for pussyfoot and disturb.
ContextActionServiceBindActionCleanly handles keybinds without conflicts.


Wrap-Up


With a few gist classes and concise Lua, you bottom shape attractive, amenable menus that forge seamlessly crosswise keyboard, mouse, and allude. Commence with the minimum normal aboveâ€"ScreenGui → Cover → Computer menu Entrap → Buttonsâ€"and repeat by adding layouts, subpages, and cultivation as your spunky grows.

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