This post has been edited by Switchblade: 08 February 2007 - 04:27 AM
Pause Menu
#1
Posted 08 February 2007 - 04:16 AM
#2
Posted 08 February 2007 - 05:46 AM
lockplayer
freezetime 0
unlockplayer
It must be in the global robot though, otherwise the robot that's doing the pausing will be frozen and be unable to unpause.
#3
Posted 08 February 2007 - 06:29 AM
Alternatively, you can use the vlayer for that.
#4
Posted 08 February 2007 - 04:13 PM
LogiCow, on Feb 8 2007, 06:29 AM, said:
Alternatively, you can use the vlayer for that.
And if you have an overlay, copy that (copy overlay block) to an MZM, put it somewhere else on the pause menu (like at 0, 25), and reference it as a sprite over the other MZM. Then use the overlay fot the menu.
#5
Posted 08 February 2007 - 07:39 PM
#6
Posted 08 February 2007 - 08:48 PM
LogiCow, on Feb 8 2007, 01:29 AM, said:
Alternatively, you can use the vlayer for that.
Yeah Logicow nailed it. That's what I do normally, but it only works if you've got a viewport that always stays the same size.
#7
Posted 09 February 2007 - 01:56 AM
T-bone6, on Feb 9 2007, 05:39 AM, said:
Freezetime works perfectly fine with absolutely everything (not just built-ins).
Logicow's method is the more professional sounding way to go about it though. :P
This post has been edited by zombieguy: 09 February 2007 - 01:59 AM
#9
Posted 09 February 2007 - 06:35 PM
: "#pause" end
Then when you want to pause:
send "all" "#pause"
Then, when you're done pausing:
send "all" "#return"
Of course, you aren't going to add the pause subroutine to the robot you're using for the pause function, and this robot should also contain any special code for events that happen when you pause (say, a pause menu or something).
#11
Posted 10 February 2007 - 01:39 AM
#12
Posted 12 February 2007 - 03:33 AM
#13
Posted 12 February 2007 - 07:05 PM
Switchblade, on Feb 11 2007, 09:33 PM, said:
That's your fault for using default bullets j/k j/k lmao
#14
Posted 12 February 2007 - 10:18 PM
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D
<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
#15
Posted 12 February 2007 - 10:34 PM
#16
Posted 15 February 2007 - 06:12 PM
An extra overlaid menu is what sprites are totally made for!
Use freeze time, and use a sprite referencing to the vlayer for the menu.
EASY.
#17
Posted 15 February 2007 - 09:00 PM
Koji, on Feb 15 2007, 06:12 PM, said:
An extra overlaid menu is what sprites are totally made for!
Use freeze time, and use a sprite referencing to the vlayer for the menu.
EASY.
I use MZMs
Does that make me dumber?
#18
Posted 16 February 2007 - 04:40 AM
#19
Posted 16 February 2007 - 05:57 AM
Frobozz, on Feb 16 2007, 02:40 PM, said:
The only difference between what you're requesting and freezetime is that you have to put it in the global robot, do you actually have a specific need for the command to not be in the global robot?
#20
Posted 18 February 2007 - 07:27 PM
That's pretty specific without being like SPECIFIC TO A SINGLE GAME.

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