@Khris:
Thanks for the reply!
Hmm, yeah that amount of work seems a bit out of proportion
It seems odd though, to have a pause game function in AGS (being an engine built specifically for point and click adventure games) that cannot override blocking scripts. I mean, in a classical point and click game, if the game cannot be paused e.g. while a character is speaking, then why have the pause function at all?
The only time I use the pause function when playing the classical games is when I'm interrupted (e.g. when someone speaks to me IRL), such that I'm not able to keep up with what is happening in the game. Because, I mean, whenever there is not a character speaking, a cutscene running, etc., then a classical point and click game can easily be left alone without pausing, because nothing will happen until the player resumes the game.
On second thought, there are of course such things as timers, and I know people are making all kinds of different types of games in AGS, so it's probably just me that's only used to one specific type of game.
However, it would definitely be nice if an overriding pause function was added to the next version of AGS
Thanks for the reply!
Hmm, yeah that amount of work seems a bit out of proportion

It seems odd though, to have a pause game function in AGS (being an engine built specifically for point and click adventure games) that cannot override blocking scripts. I mean, in a classical point and click game, if the game cannot be paused e.g. while a character is speaking, then why have the pause function at all?
The only time I use the pause function when playing the classical games is when I'm interrupted (e.g. when someone speaks to me IRL), such that I'm not able to keep up with what is happening in the game. Because, I mean, whenever there is not a character speaking, a cutscene running, etc., then a classical point and click game can easily be left alone without pausing, because nothing will happen until the player resumes the game.
On second thought, there are of course such things as timers, and I know people are making all kinds of different types of games in AGS, so it's probably just me that's only used to one specific type of game.
However, it would definitely be nice if an overriding pause function was added to the next version of AGS
