[v3!] TopbarPlus v3.0.0 | Construct intuitive topbar icons; customise them with themes, dropdowns, captions, labels and much more

I’d still strongly recommend the former solutions although at a glance you should be fine in terms of performance!

You can find a list of all themes here (we currently only have BlueGradient and Default) although you should find making your own themes significantly easier with v2.

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This is amazing! I will be using this in my games.

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Another question that has arisen (possibly I will have more) can it be made that there is more than one visible gui?

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You can bind multiple gui instances to an icon using icon:bindToggleItem, e.g.

local localPlayer = game:GetService("Players").LocalPlayer
local playerGui = localPlayer.PlayerGui
local frames = playerGui.ScreenGui

Icon.new()
    :bindToggleItem(frames.Frame1)
    :bindToggleItem(frames.Frame2)
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But in separate icons is not possible?

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Set an icons deselectWhenOtherIconSelected property to false to achieve this.

This can be done two ways (the latter is useful for when chaining methods):

local icon = Icon.new()
icon.deselectWhenOtherIconSelected = false

or (with TopbarPlus v2.3.0)

Icon.new()
    :setProperty("deselectWhenOtherIconSelected", false)
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The new properties function works perfectly
Thanks!

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This is amazing, thank you for making this!

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When I remove the playerlist (for a custom one) the icons overlap
Some kind of solution for this?

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Overlap with your custom playerlist or other icons? Can you send images and/or a stripped down place file of the only the icons and bug?

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It was fixed only mysteriously, I think I was using the old module or there was a script that prevented the playerlist.

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This is great! I had no idea there was a new release until I looked back at the original documentation. It was gone! So hyped to use this.

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How to give this credit correctly?

Right now I put it like this in a credits section:


And what about linking this link, do I have to put it in the game or in the description or in the creation group?
:sweat_smile: :ticket:

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That’s absolutely fine! Linking is not so easy in-game so don’t worry about that

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Wow, this is really good. Just one issue, what if I wanted to tween the binded Ui? Because, so far, I’ve only seen the option to make something Visible.

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Instead of using the :bindToggleItem method you can utilise the icon.deselected and icon.selected events:

icon.deselected:Connect(function()
    -- fade frame in using TweenService 
end)

icon.selected:Connect(function()
    -- fade frame out using TweenService 
end)
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I’ve been waiting for this to come out. Pretty neat stuff. Is there any way to select or deselect an icon without firing the select/deselect/toggle events?

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Without forking the code not currently. What would be your use case for this?

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I’m a fan of this, it’s so well integrated you can’t tell that it’s been added externally!

Looks like it was built into the game haha.

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I’d like to keep the state of a menu externally and allow the menu to control the state. For example, I make a top bar icon that toggles the Store menu, but the Store gui also has an X to close it; so the top bar icon needs to be put in its “deselected” state when a user hits the X, but I don’t want to execute the gui closing code twice.
Honestly, it’s not a huge use case, and it’s easy enough to work around. I was just wondering if it already had that functionality so I could make my code a little prettier :stuck_out_tongue:

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