pause bug?

andeande Member Posts: 22
edited November -1 in Working with GS (Mac)
I have a menu button top left of my scene, when clicked it pauses the scene and presents 4 options. The first option is to 'continue' the game... however when you click 'continue' to go back in to the game and then try tapping the menu button again it NEVER registers the first click... only the second...

Is this a bug?

Comments

  • POMPOM Member Posts: 2,599
    i came across this issue even on 0.92 , but on 0.93 its fine in my game
    are you on 0.93?

    Roy.
  • andeande Member Posts: 22
    Yup, I'm on 0.93.

    Odd thing is, it doesn't happen when I put the unpause attribute directly into the first rule 'when touch is pressed'... but it does happen if i add a rule saying - if 'touch released' - unpause.

    The reason I want it in a new rule is so I can show a button down state.

    It's just odd.

    thanks Roy
  • POMPOM Member Posts: 2,599
    does your "unpause" button have any kind of animation?
    like when "released" change size/change image/interpolate to off screen ?

    Roy.
  • andeande Member Posts: 22
    In the rule for touch released I have a timer of 0.1 seconds then unpause.. it's set to run to completion.

    I'm truly stumped
  • POMPOM Member Posts: 2,599
    Ok i see , the reason i asked is cause in my game i did:
    when touch i released interpolate "self.x" to 400 (go off screen)

    then i have a rule , when self.position.x = 400 DO unpause.

    With this the issue is resolved and i added a nice professional touch to the pause scene.

    So basically putting the unpause in a rule solves this.

    Roy
  • andeande Member Posts: 22
    Unfortunately that hasn't worked for me... I wonder if it's something on the actual scene .. not the pause scene?
  • andeande Member Posts: 22
    figured it out... I just changed the menu button to an 'If touch released - go to pause'
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