Pause Behavior for Level Success Screen, and Pause Screen VS. Using Current Scene.
VoidedSky
Member Posts: 1,095
Hey, Quick Question:
I know that in the past, that pause screens and level success screens have been implemented as just another area of the scene, to save on loading times. Since then, loading times have improved. I don't have the apple developer program yet, so I can't test this, so what do you guys think? Do I make my level success screen as just another part of the game scene, or do I make it like a pause screen? And for the actual pause screen, should that be an actual pause behavior and scene, or should I just make a pause area in the game scene, while artificially "pausing" all of the actor?
Thanks!
-Josh
I know that in the past, that pause screens and level success screens have been implemented as just another area of the scene, to save on loading times. Since then, loading times have improved. I don't have the apple developer program yet, so I can't test this, so what do you guys think? Do I make my level success screen as just another part of the game scene, or do I make it like a pause screen? And for the actual pause screen, should that be an actual pause behavior and scene, or should I just make a pause area in the game scene, while artificially "pausing" all of the actor?
Thanks!
-Josh
Comments
I believe thats a different problem...
You can probably reset the scene from the pause scene by having a game.resetScene attribute. Change it to 1 in the pause screen when you hit reset, and then unpause the game. Have a rule in an actor in the regular scene, and then have it triggered when the game.resetScene is 1, then reset the scene, and change the attribute back to 0.
That should work for your problem.
Anyone else know what way is more efficient for the pause and/or level success screens?
Thanks!
-Josh
Thanks, but I don't have any android devices.