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When game paused, behavior is still working.
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1
When game paused, behavior is still working.
iStasiik
Posts: 51
April 25, 2012, 10:02:00 am
When game paused, behavior is still working.
Abigayl
Posts: 807
April 25, 2012, 10:15:11 am
Seriously? Remaking your post? Did you even TRY my answer?
If you need help, please check my tutorials either here or Kongregate (
http://www.kongregate.com/accounts/Abigayl
) or come over to my stream:
http://www.livestream.com/poweredbyflowers
iStasiik
Posts: 51
April 25, 2012, 10:21:34 am
Thank you very much. I just forgot about this post
Arakair
Posts: 13
April 25, 2012, 11:22:34 am
Borrowing the topic a bit, hope you dont mind..
Doesnt the "game is paused" block leave room for cheating events? I mean, what if you trigger an event after 10 seconds, pause the game 9 seconds in and unpause at 11 secs? You would technically skip the event, right?
Abigayl
Posts: 807
April 25, 2012, 11:33:46 am
Yes, I do think so. I had a similar issue when coding my first tutorial actually... if you entered the "game" portion and then left, returning later, when you returned, the enemies would fire like crazy due to the "do every" loop still running.
If you need help, please check my tutorials either here or Kongregate (
http://www.kongregate.com/accounts/Abigayl
) or come over to my stream:
http://www.livestream.com/poweredbyflowers
Arakair
Posts: 13
April 25, 2012, 02:26:50 pm
Ah yes i tested it out in my game, i could dodge every timed event by pausing/unpausing..
Luckily i found out about the pauseAll() and disabling the flixel pause overlay, not sure if that will work in iOS tho..
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