How to make a pause screen in game maker 8
If you use GM:S, the best way is to have an object in all room that allow pausing, or a persistent one and check which rooms are current in that one.
This will deactivate all objects except the one calling the function. Then you can draw your pause menu in that objects draw gui event. Please note, that deactivating an instance also prevents it from drawing. Then in the event that causes you to lose health, take off health by setting its value to or whatever value you want relative.
Click here for an example you can download that shows you how a healthbar works. This page has been produced by Margaret Meijers. Questions or feedback may be directed by email to mmeijers at ictmindtools.
Search this site:. Your browser does not support iframes. Scoring Each time the player picks up a diamond we will add 5 points to the score. We will give them 50 points for reaching the target. For the diamond object, in the properties make the new score 5, but make sure that you tick relative Relative means that 5 will be added to the existing score.
For the target object collision with person event, you will need to add in 'Set the score relative to 50' immediately after Play sound Why Can't I See the Score? How many milliseconds would it need to sleep if I wanted to pause the game for 2 secs?
The draw event is triggered every step of the game when the instance of the object is about to be drawn on the screen. If the draw event isn't there, Game Maker will automatically draw the sprite that is assigned to the object. Now you have your own score object, you will want to remove the score from the window caption. Each time the player picks up a diamond we will add 5 points to the score. Why Can't I See the Score? After playing the sound and setting the score, the game should pause for a second before moving to the next room.
This is just to give the player time to hear the sound and work out what is happening, so we will add in a Sleep action. If you have chosen compressed audio, you can then also choose to have your sound as streamed or not streamed. A streamed sound will be one that is uncompressed and played in real time, streamed from the disc. Streaming is ideal for music as it reduces the one off overhead of uncompressing the whole file, which may cause a pause in the game, but is not recommended for simple sound effects where the hit on the CPU is much less.
Changing this will change the encoding that is used and therefore reduce or improve the final quality of the sound. Note that the better the quality, the larger the file, and that increasing this on a low quality audio file will not improve the quality noticeably and only bloat the final game. In general the default value is fine for most games. Beside the quality bar for all file types, you can set the maximum volume for a sound, ie: if the slider is at 0. Note that if you are using the legacy audio system to play the sound or are working on the HTML5 target , this slider is simply the initial volume of the sound and can be changed by setting the volume using the appropriate legacy function.
So I forgot to re-program one enemy and it blew me up while on pause X-D Also with the parent thing, works until you want one enemy to do something a little different and over-write the event.
Also not to say mine is any more right, but mine contains at least some of the basic logic for handling a title screen, that you can escape to, and then resume from. Or at least I think so Also not to be any more of a smart ass, the original question was how to without script.
Still probably would look at doing FrozenFires suggestion myself at some point as I do kinda want to do one of those pause menus that appear over the game. Which is fun if you want to try the drag and drop approach. Hit P, save screen shot, load screenshot as background, change the pause room background to screen shot, go to pause room.
Handle all the pausing stuff in there as well. Parent class the objects, with pause build in and then use a controller to detect pause and display pause sprite over the top. Bleh, why do I get a sinking feeling my project is duff and I'm going to have scrap and start again. Ah the fun of learning new programming. Last edited by Fish! Parents are for code that stays the same across objects. Last edited by a ; 6 Oct, am. That is useful to know. I'm still hacking around at the moment, need to start thinking of writing up a game plan, then working all this stuff out correctly.
The tutorials don't really go into that much detail parent objects or at least so far that I've got. I got so far through the tutorials and though hmm with this one I could add so much more. Is there a detailed scripting tutorial?
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