Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: doctorhibert on Tue 21/02/2017 20:16:52

Title: Does my game even have a pause menu?
Post by: doctorhibert on Tue 21/02/2017 20:16:52
So I'm doing a game with the BASS template, and there's code in the in built scripts that goes "isgamepaused" and things like that, and I was wondering if there even is a pause menu, because I never messed with menus, and I don't remember ever being able to pause the game. Does the pause menu come with the template or do I need to make it myself? If so, how?
Title: Re: Does my game even have a pause menu?
Post by: Danvzare on Tue 21/02/2017 21:06:49
No, the BASS template doesn't come with a pause menu. Mostly because Adventure Games don't need one unless you're using timed puzzles. And timed puzzles are generally frowned upon in Adventure Games (not always though, it depends on the game).

The reason why the script uses functions like "isgamepaused" is because the game can be paused for other reasons. Such as the Quit Game dialog.
Title: Re: Does my game even have a pause menu?
Post by: dayowlron on Tue 21/02/2017 21:47:17
I haven't gotten to where I needed to research this but a question related to this. When the game is running a blocking command such as a walk with eBlock, if you had code in execute_repeatedly_always would "isgamepaused" return true?
Title: Re: Does my game even have a pause menu?
Post by: doctorhibert on Wed 22/02/2017 22:26:53
Thanks. Do you think adding a pause menu is worth it?
Title: Re: Does my game even have a pause menu?
Post by: Crimson Wizard on Thu 23/02/2017 01:27:43
Quote from: doctorhibert on Wed 22/02/2017 22:26:53
Thanks. Do you think adding a pause menu is worth it?

What are you refering to as the "pause menu"?
If it is a menu where you can choose to save/load and change gameplay settings during the game, then it depends on whether there is any actual use for it in your game, and your general GUI style.
If it is only in sake of pausing the game, then I really do not know, maybe just add a pause mode which displays "paused" text on screen?

Quote from: dayowlron on Tue 21/02/2017 21:47:17
I haven't gotten to where I needed to research this but a question related to this. When the game is running a blocking command such as a walk with eBlock, if you had code in execute_repeatedly_always would "isgamepaused" return true?
If I remember right, it should not, because it is not really paused. Paused state makes everything in the room stop.