0.9.1 is easy to break with the pause behavior.
Photics
Member Posts: 4,172
Pause isn't exactly a pause behavior. It's more like a scene overlay. I think this method is a bit dangerous.
Why?
It's because it's so easy to break with a pause loop.
Scene #1 loads Scene #2
Scene #2 loads Scene #1
If you keep stacking scenes, the game... and even the Game Salad editor... becomes very unstable. I just stacked transparent boxes on each other. Heh... boom. GameSalad just crumbled.
I think there should be a limit on the behavior... only one scene at a time.
Why?
It's because it's so easy to break with a pause loop.
Scene #1 loads Scene #2
Scene #2 loads Scene #1
If you keep stacking scenes, the game... and even the Game Salad editor... becomes very unstable. I just stacked transparent boxes on each other. Heh... boom. GameSalad just crumbled.
I think there should be a limit on the behavior... only one scene at a time.
Comments
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I think the big problem with the pause behavior is that memory is already limited. By running two scenes at once — wow — the memory usage alone could crash a game. It probably shouldn't permit running three or more scenes at once if it's so likely to crash.
"But what happens if you go to deep"
"You might never get out"
"BBBBWWWWWAAAAAAAAAAAARRRRRRRR"....
http://inception.davepedu.com/
dL
Perhaps a warning could pop up if you apply a pause behaviour advising not to do too many (or possibly any) paused scenes with in a pause scene, with in a pause scene and perhaps you get a warning noise if you do put too many pauses in... BWWWAAAHHHHHRRRR...
http://inception.davepedu.com/
:O)
This doesn't make sense. This is like asking to limit the amount of actors in a scene because, if you add like 10000 actors, the game will crash. Well no crap it will crash. Don't ask for limitation, that's just silly. Just plan ahead and do testing to figure out the performance impact of certain tasks. GameSalad does enough hand-holding as it is, don't complain about a issue that can be avoided very easily.
Also, I don't think it's too unusual of an issue... is Pause designed to handle multiple frozen scenes? I don't think so. GameSalad only plays one music track at a time, so I don't think it's outrageous to suggest that pause should be limited to a single scene.
Unless the behavior is more stable, there should be limited to prevent bad coding. Not only can pause crash a game, it seems to wreak the editor too. I had a lot crashes today and it started when I was using pause.
game boolean called musicON
when true, play music file (defaults as true when game starts)
When on pause screen, user has option to change game.musicON to false
hit unpause button, resume play and return to pause screen
while in pause screen, change game.musicON to true (from false/off)
hit the unpause button, loading wheel and crash
Using the pause I can simply make an overlay with a menu on it and use the "Replay scene" function to play over, and a "Levels" button to go back to the choose level screen.
Anyways, there probably a more obvious solutions (teach me!), but it works perfectly for me!
Following your steps in a game made from scratch, we were unable to reproduce the crash. Is it still happening for you in 0.9.2 and if so, can you send in your game file? Maybe it's something specific to your file. Thanks!