In the Lighting Service in explorer you can add a object called BlurEffect and edit the properties to how much Blur that you want, and you can further add into the script that upon MouseButton1Click on the Play Button the BlurEffect is Disabled
Enlarging the Size property allows you to control how much Blur will be used.
Nice, thank you. This is a good way to keep the games theme consistent… also the blur keeps the player focused on the GUI, I’ll add this to my store menu as well.
@wurzq What I used for the black frame is the Rotation property, where I tilted it by 15 degrees, I then added a UIGradient. After that, you just need to utilize the transparency property to get the right look you want!
@M_etrics The purpose of this tutorial was just to do the intro scene, rather than focus on the tabs, as they can be done in various ways. Here’s a simple one, where it prompts up:
--> LocalScript
local creditButton = script.Parent --> Replace with what the button is.
local creditTab = script.Parent --> Replace with what the credit tab is.
local creditOpened = false
creditButton.MouseButton1Click:Connect(function()
creditOpened = not creditOpened
creditTab.Visible = creditOpened
end)
What we did here is just create a variable that changes between true and false for each time the Credit Button is clicked. That way, it’ll open when you click it, and close when you click it again!
So if I pressed credit button the loading screen will go and it’ll show credits? Also I have a home gui button how would I do it so if pressed it returns to the menu.
That’s just a simple example you can modify to fit your game (in this case, the credit tab still prompts, on top of the intro UI).
The home GUI, you could do MouseButton1Click, and when clicked, you can fade out the screen like used in the Intro UI, and enable the Intro UI, and setting the camera properties correctly.
It depends how you’re using the tab, and how the game’s structured. The tutorial’s intended to just show you the basics of how to create a UI intro with scenery, and I didn’t mean to delve into extraneous features, as they can be done numerous ways.
This is an excellent idea for games to have title screens which show parts of the game before they are introduced to the environment.
Something that I had tried a little while ago is making the title screen a little more interesting by having the camera move. For example, I am working on a project which is creating a virtual roleplay experience in the City of London and I created the following title screen: https://youtu.be/AOp6ntWNGlI
Of course this is not essential as something simple as defined above can be absolutely perfect but I think adding movement (although it’s not without flaws) could enhance the experience depending on the context.
Using the TweenService, you can change the CFrame value of the camera to move between a start position and orientation to a new start position and orientation. To save hassle, I created some BaseParts and placed them into the world so I could easily adjust the position and orientation and see results immediately.