Pause is nothing too special...

expired_012expired_012 Member Posts: 1,802
edited November -1 in Working with GS (Mac)
Im very disappointed in what im seeing.

All pause is really is a change scene. The only difference is that it puts that scene over your current one so that your background stays at its current stage.

I've tested it on my device and it even includes the spinning wheel which was a bummer too...

Maybe load times are improved with pause? Im not too sure...

Pause seems to be just like the change scene behavior, can ANYONE clarify? :(

Does it remember where the game last left off possibly? Even with that feature, its not what I was expecting...
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Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    yes it pauses all movement and attributes and returns them to the previous state when you unpause
  • QbAnYtOQbAnYtO Member Posts: 523
    yea this sucks. seems gs is getting worst?
  • QbAnYtOQbAnYtO Member Posts: 523
    well thats not THAT bad :)
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    well it wouldnt be pause if it didnt do that lol
  • expired_012expired_012 Member Posts: 1,802
    JohnPapiomitis said:
    yes it pauses all movement and attributes and returns them to the previous state when you unpause

    Yeah, thats the only neat feature I see in it. All of that can easily be done manually though. Was it really worth all the hype and wait? Not too sure..
  • PortymanPortyman Member, PRO Posts: 409
    Does it pause interpolate?

    And does it pause move?

    Does it pause accelerate?

    I dont have time to test yet
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    Here is what you can do with Pause:

    If you have menu items that you don't always use, you make a pause scene with those. The pause game behavior can be used to call those up when needed.

    Why is that good?
    You don't load those actors in the original scene so less memory used there. (Faster loading of the scene)
    When you unpause the game, the memory from that overlaid scene is freed up. (No memory build up from spawning and destroying those menu options)
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    artonskyblue said:
    Yeah, thats the only neat feature I see in it. All of that can easily be done manually though. Was it really worth all the hype and wait? Not too sure..

    ehh i think so. If you have a game with a ton of moving stuff in different directions with attributes cahging then yes its alot better. For moveing things you controll, usueally you would have to have to attributes to store the motion linear x and y of them and then return upon unpause so it keeps its same movement. You then have to do that for everything and have 2 attributes for each. So it can make life alot easier if you really need it. What im happy about is GS is alot faster now, ive been doing the endless add attributes till it freezes thing since i downloaded 0.9.1 gamesalad would have been crashed by now in the old version, but it doesnt even seem effected at all.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    portyman said:
    Does it pause interpolate?

    And does it pause move?

    Does it pause accelerate?

    I dont have time to test yet

    yes
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    jonmulcahy said:
    yes

    pow right in the kisser! Pause on interpolate was worth the wait alone.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    artonskyblue said:
    Yeah, thats the only neat feature I see in it. All of that can easily be done manually though. Was it really worth all the hype and wait? Not too sure..

    try tracking velocity of more than a few objects and you'll realize how awesome this is, and it can be used as so much more than pause.

    let's say you have a side scroller, you can have a pause menu that brings up a store to buy virtual items. you could have a safe house than you could enter and make that an entire separate / secret level and once completed, start back in the first level exactly how you left it.

    or use it to bring up the achievements or settings menu without leaving the scene.

    you can have a transparent background so you can see the level behind you
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    jonmulcahy said:
    try tracking velocity of more than a few objects and you'll realize how awesome this is, and it can be used as so much more than pause.

    let's say you have a side scroller, you can have a pause menu that brings up a store to buy virtual items. you could have a safe house than you could enter and make that an entire separate / secret level and once completed, start back in the first level exactly how you left it.

    or use it to bring up the achievements or settings menu without leaving the scene.

    you can have a transparent background so you can see the level behind you

    Yep thats exactly waht i said above. You need 2 attributes for everything your tracking that change when paused to last movements, and then change back to them attributes on unpause. Abd di that for everythingAnd likie you said it can be used for meny systems, rooms in games and ect. Awesome! . I for one am happy :D
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    JohnPapiomitis said:
    pow right in the kisser! Pause on interpolate was worth the wait alone.

    it's great, it basically freezes EVERYTHING in the level, you switch scenes to do pretty much anything and when you return it picks up right where it left off.
  • quantumsheepquantumsheep Member Posts: 8,188
    jonmulcahy said:
    it's great, it basically freezes EVERYTHING in the level, you switch scenes to do pretty much anything and when you return it picks up right where it left off.

    And by 'do pretty much anything' he means:
    Check you characters stats
    Track your achievements
    Add powerups
    etc etc

    It's very powerful. If you're making very very basic games, then it might not seem like a big deal. But it's a godsend to anyone making anything a little more complex, and it allows you to pause, adjust any attributes you want, then go back to the game and have those attributes take immediate effect!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • PortymanPortyman Member, PRO Posts: 409
    There are a multitude of possibilities..... Can you have 2 different pause screens activated by different touches?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    you could have unlimited pause screens, when you call the behavior you just tell it which scene to goto, and when you unpause it auto goes back to the original scene.
  • PortymanPortyman Member, PRO Posts: 409
    Can I call up a scene that has a swipe menu? Such as in the video tutorial?
  • expired_012expired_012 Member Posts: 1,802
    I think everyone is correct. I definitely think its going to be a huge time saver and do things that a manual pause implementation isn't able to handle, but whats important is to create the smoothest possible way of pausing, right now I don't think its quite there. Including the spinner load wheel is especially unprofessional and uncalled for, because we're trying to create the effect as if its instantly pausing. Putting the spinner in there tells the user that is changing to a new scene which just doesn't look like a pause. I was really hoping it would be an instant load, but i guess its not happening :(

    But yeah, its definitely a neat tool that will save a ton of time, im just not too excited because I feel as if it should have been there all along since its such a simple feature to have.

    Now what im really excited about is the MAC APP STORE! WOOH! GS RULZ
  • PortymanPortyman Member, PRO Posts: 409
    Nice.... Now I have to find some ruffies to give to my wife so I can get back to "coding" without her knowing.....
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    portyman said:
    Nice.... Now I have to find some ruffies to give to my wife so I can get back to "coding" without her knowing.....

    ahhah! so funny. My girl happened to be looking over my shoulder seeing what im doing cause im not paying attention to her at the moment (obviously ;). She saw your post looked me dead in the eyes and said dont get any ideas!

    ahh woman :)
  • ChaserChaser Member Posts: 1,453
    nice! thanks!
  • JGary321JGary321 Member Posts: 1,246
    CodeMonkey said:
    When you unpause the game, the memory from that overlaid scene is freed up. (No memory build up from spawning and destroying those menu options)

    CodeMonkey - Want to clarify? According to release notes:

    - Memory usage will increase when the Pause Scene is displayed if the Pause Scene uses any new assets. These assets will remain in memory even when the Pause Scene goes away in order to prevent hitching from reloading these assets if the player pauses the game again.

    Just curious if it does stay in memory or not? Either way it's ten times better I was just curious.
  • GamersRejoiceGamersRejoice Member Posts: 817
    I'm really happy, not only does my new game have a pause feature which took minutes to add. This feature may save my project that I had to shelf for the time being. The things I had to do to make it pause was big and ugly.
  • frariofrario Member Posts: 164
    jGary +1, I wanted to ask the same.

    When I've red the release note I wasn't well convinced about this point.

    However, looks great not to make 100 rules to pause!
  • UtopianGamesUtopianGames Member Posts: 5,692
    I tested the memory and yes it does free it up so I'm a happy bunny today :)

    I was worried it wouldn't free the memory and was 90% sure it wouldn't but like CM said it does so a big fat...YIPPEEEEE from Utopian Games.

    Darren.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Awesome, cant wait to use this bad boy!
  • quantumsheepquantumsheep Member Posts: 8,188
    I wonder how soon it'll be before we have our first 'Pause' template for sale!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • SparkyidrSparkyidr Member Posts: 2,033
    I like the way it seems to be implemented (not tested myself just yet)

    Not sure I like the idea of showing the loading wheel on pause though...especially if a pause scene takes a while to load

    hmm

    be interesting to see how this works in real life :o)
  • CodeMonkeyCodeMonkey Head Chef, Member, PRO Posts: 1,803
    JGary321 said:
    CodeMonkey - Want to clarify? According to release notes:

    - Memory usage will increase when the Pause Scene is displayed if the Pause Scene uses any new assets. These assets will remain in memory even when the Pause Scene goes away in order to prevent hitching from reloading these assets if the player pauses the game again.

    Just curious if it does stay in memory or not? Either way it's ten times better I was just curious.

    Last minute changes in the system.(One of the reasons why the build took so long) We'll update the release notes.
  • EminemEminem Member Posts: 667
    Are u joking this update is awesome!

    Be grateful they even sent an update

    Dont hate on GS

    Who's been making u $ everyday?

    If you dont like it , do it by code. I'd love to see what U can do with code

    K good >:(
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