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Pause behaviour bug?

Basiccly the pause doesn't pause....

Timers continue counting.
Emmitters continue emmiting.
Emmitter "expire time" continue
Music continues (? maybe it's on porpouse)
Mouse clicks anywhere continues ( I think only normal clicks should continue)

Comments

  • edited December 2017
    1. http://forum.flowlab.io/discussion/5560/pause-timer-when-game-is-paused
    2. bug
    3. bug
    4. intentional, you can just stop the music with the stop input
    5. intentional, if you don't want this, simply put a switch after the mouse click trigger and turn it off when you pause the game
  • Mouse clicks are intentional because you need a way to unpause - and this is usually with a button click. Emitters aren't a trigger, so I'm not sure why they would pause - what is triggering your emitter that isn't pausing? You're correct that emitted objects still expire when paused- I should add some logic to compensate for that. Thanks for reporting it.
  • @grazer what about this suggestion?
  • 1. I would have to do that to every single timer in the game
    3. i would have to stop every single sound (shoots, special effects,music, voices)
    5. It's the same that the above
    Yes i know it's possible but it gives a lot more work.

    The problem i have with clicks is:
    The player still can shoot arrows. Because the player clicks anywhere and it emmits.
    Normally to unpause the game. The player clicks in a specific spot not anywhere.

    Emmiter:
    Is a repeating timer that triggers the Emmiter so If I pause the game for 5 minutes and comeback... it wil have 9999 enemies
    Also happens in Starblast 3


    Oh i have an idea! Maybe it's too hard or complicated but.....
    What about a pause behaviour with checkboxes like:
    - Select All
    - Deselect all
    - Pause Timers
    - Disable Clicks anywhere
    - Disable Clicks
    - Pause sounds
    - Disable Keys (maybe we could add a unless for people who want to keep a specific key - i dont know)
    Or maybe a thing like: pause with: click or key.

    Thats probably hard to do but it's just an idea
  • it sounds like pausing timers is the biggest problem, that will (partially) solve the emitter issue as well. Clicks are a bit tricky.

    Here's another thought: What if a pause behavior just paused all *other* objects in the game? This way, you would create a dedicated object to handle pause/unpause, but behaviors in that object would continue to run (to handle unpausing). I'll think about it a bit more, but it seems like that would solve many of the problems pretty tidily.
  • Yeah that seems a better idea. I would love that
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