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Nested UI question

A topic by coralslime created Jan 19, 2026 Views: 85 Replies: 4
Viewing posts 1 to 2

Here's another question I have.  Related to the Character Select stuff. We're enjoying the data driven framework of JuicyNavOverlay, but this UI problem may be too much trouble for you, so my apologies. 

We're wondering if your addon currently supports creating an interface that is both on the Horizontal and Vertical.  For example, setting the X going by Character/Party Member, and then down through the Y is their Settings or Scene. This is in function, a grid concept with X and Y. In this example you want to be able to see all submenu in context of each other as you re-assign equipment or else it becomes tiring on the player.

Can JuicyNavOverlay support a structure where each NavItem(example here being Char[X]) generated (on the Horizontal) contains or is associated to a series of further objects (on the Vertical) like a trunk ?  Is this something possible with the SubMenu concept?

Unlike the examples given in the addon, this asks for visible children of the NavItems. 

Another example (with a table below to help). If I had Char1 selected I could move down to Char1_Scene1, and when doing so all other Char[x] NavItems moved their list items children down the Y direction accordingly? The theory being a scroll effect with all lists moving. So if the SelectedItem was Char1_Scene1, pressing Right would cycle Char2_Scene1 as SelectedItem. 

When I think about it, it's possible that the SelectedItem on the top level is always one of the Char1,Char2, etc. And pressing Left or Right cycles between those, but does a submenu navitem list understand how to signal its parent? As well can all main Char[X] NavItems in this theoretical, keep it's submenu visible. 

Was simply wondering if this style of presentation of nested recursive items was possible in your awesome addon and now it's the biggest post I've ever written on itch. Oops! As always thank you for your time and great work!


Char1Char2Char3Char4Char5
Char1_Scene1Char2_Scene1Char3_Scene1Char4_Scene1Char5_Scene1
Char1_Scene2[empty]Char3_Scene2[empty]Char5_Scene2
Char1_Scene3[empty]Char3_Scene3Char4_Scene3[empty]
Char1_Scene4Char2_Scene4[empty][empty][empty]
Developer

Hello friend! Well, I will be working on the horizontal and vertical axis system as sublists, but I can't guarantee that it will work (for now) in the simultaneous display of all the lists and in moving between them, or essentially, in the behavior of a grid. I plan to do it, yes, but when this development becomes profitable for me (or at least generates consistent income), since I have spent quite a bit of time on it, and also a lot of care. I’ll see if I can immediately integrate this 'pseudo-grid' system. With this, you could have navigation on the X and Y axes, but full visual synchronization of all the lists (like in your example table) and coordinated movement between them would be part of the full grid functionality that I plan for later. Cheers!

Oh awesome, glad to hear you have some plans for that! I'm sharing info about your tool as best I can and I hope my friends like it!

Developer

Hello friend!

Do you remember I told you that I would later look into the grid system? Well, I did it hehe

I just uploaded version 1.6, and it includes the full Pseudo-Grid and Hierarchical Stacking system. It automatically handles switching from vertical to horizontal axis, includes a new expansion effect called 'Ghost Slot,' and completely revamps the input system to make it context-aware.

I wrote a detailed Devlog explaining everything (The Pseudo-Grid Revolution! - Juicy Navigation Overlay: Physics-Based UI for Godot by Minari Studio). 

I hope it helps you and that you like it :D!

it looks awesome!! can't wait to give it a test drive!