Is a pause behavior really necessary?
Photics
Member Posts: 4,172
If you didn't already know, double-tapping the home button pauses the game.
Comments
If your game is based on the game timer, then things get more complicated, but it's still possible to get away with this - something like having an attribute that tracks how long the game has been paused (game.pauseTime) and calculate that into any game time-based calculations.
One tip.. make your rule that toggles the pause either initiate the pause when touch is released, or move the button when the pause is toggled (or both). Otherwise double-taps will be detected, and it will make it very annoying (and buggy) to pause and unpause. You could also use a timer - if button down for more than 0.3 seconds then pause, but that's also kind of annoying to use.
Like the Angry Birds or Cut the Rope in-game menus, that's like a pause... but it's more than that.
Also on topic of double-tapping home.. clicking an iAd also pauses the game just like double-tapping home, if iAds are displayed during the game :-P
At first I was like, what's wrong with GameSalad? Why is it so hard to pause the game. Although, I think that there is something tricky to it. Pausing the whole game should be easy. iOS 4 makes that possible. What would make GameSalad games better is complicated and probably better handled manually by the developer.
If not, then maybe that's something for discussion here.
If the goal is to create Angry Birds / Cut the Rope menu systems, then what would make that easier? Stopping the actor, while storing the actor's velocity and position, is the trick.
Maybe the following behaviors are better...
Pause Actor - when the game.Pause behavior is true, this actor will no longer be able to move. It's physics related attributes will be stored until the actor is unfrozen.
Pause Scene - Store a scene's data for later use.
Pause Game - Everything in the game is frozen. The player needs to touch the screen to resume the game.
My point is that I think this is more complicated than just pausing the game. The GameSalad team is working on this, but a pause behavior didn't make the 0.9.0 launch. Why not? What issues occurred? I'm surprised that there isn't more discussion on this matter.
When pause didn't show up with the last update, I didn't notice a lot of complaining about it. Was that because pause isn't as necessary or is that because there's a feeling of futility in the community?