Unpausing game with GUI

Started by TDBFW1, Fri 11/08/2017 18:57:39

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TDBFW1

Is there a way to let the game continue running but have a GUI open throughout?

dayowlron

Not sure I understand the question, but yes. in fact the standard status bar is a GUI.
Pro is the opposite of Con                       Kids of today are so much different
This fact can clearly be seen,                  Don't you know?
If progress means to move forward         Just ask them where they are from
Then what does congress mean?             And they tell you where you can go.  --Nipsey Russell

Crimson Wizard

There are several GUI styles. In the editor the property is called "Visibility". It will only pause the game if it's set to "Pause game when shown", but set it to anything else, like "Normal, initially on" and game won't be paused while it is on screen.

TDBFW1

OK thanks. It didn't seem to be working before but I'll try again.

TDBFW1

I'm trying to make a character walk somewhere but it doesn't seem to work.
Code: ags

int ran=Random(1);
if (ran == 0)
{
  player.Walk(60, 207, eNoBlock);
  player.FaceDirection(eDirectionDown, eBlock);
  aGrandfather_Clock_Wind_up.Play(eAudioPriorityLow, eOnce);
  aGrandfather_Clock.Play(eAudioPriorityLow, eRepeat);
  Display("Quickly press 'N' to record any actions of the staff.");
  Display("You've only got limited time.");
  SetTimer(1, 40);
}
else
{
  SetTimer(1, 1);
}
}


It just skips to the first line of dialogue.

TDBFW1

Sorry, I'm an idiot. Problem solved.;)

However, I've stumbled upon another problem. My GUI has button in them, with are partially transparent (I.e. transparent circles in them). However, when the character is walking, the buttons become greyed out. Is there any way to turn this off?

Slasher

in the general editor settings scroll down to Visual.

At the 'When player interface is disabled, GUI's should..... Set to 'Display normally'




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