ggibson1's Forum Posts

  • I'm also curious about this. Maybe... keep everything in one family and set their timescale to 0? And then have the UI elements not be affected by that? I'm not sure, would also appreciate a solution

    See this link... ( I reported a bug, that was then shown to actually work if you use the physics settings correctly)... This will allow you to pause just individual objects (and disable all the event groups for the game objects) to stop the game while in the dialog.

  • If you set the physics stepping mode to 'Framerate independent' then you can set the object time scale.

    Awesome answer Ramones!

    I have attached a new capx that uses your suggestion and it now works!

    It is not working in my game for some reason, but since this sample capx works it must be due to some other logic in my game... more work to do.

    Thanks for the answer to this problem!

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  • I am not going to upload my game.

    The question is basically this:

    How can I freeze time for SOME of the game and not other parts?

    When the UI closes and I unfreeze the game ALL of the actions that were paused (frozen) need to continue right where they left off like in any professional game.

  • So if the player was right in the middle of a multi jump sequence (with the physics behavior for movement) and I use this method to pause... when the player exits the inventory will the rest of that physics jump sequence continue right where it left off?

  • Lets say I have a game with an inventory dialog.

    When the player opens the inventory the game needs to be paused.

    However I also have animations and other things going on in the inventory window that requires the "time scale" to not be zero.

    How do I freeze the game, but not the dialogs?

  • That is an interesting solution. Thanks.

    However I know from my own experience that this isn't really the same thing. As the headline says I am looking for a "convenience" feature. Sure it is possible to take the time to recreate an object and ALL of its dozens of instance variables and other properties then do the object replace, but that is too time consuming to be considered "convenient".

    I guess "cloning" the object would make it faster, but every time I use the clone tool the settings on my behaviors go back to default...so then I have to manually "clone" those.

    Before I would do that I would just open up that XML file and do the replace there... much faster... but also not really a feature built into the tool either.

    Thanks for the idea though.

  • When I use System time scale, doesn't work either. I never thought of disabling the physics. Thanks!

    If you look at the capx that I attached to this bug report you will see by pressing Ctrl that the system time scale gets set to zero and the physics stop.

  • Setting system time scale to zero definitely works... that freezes everything in the game... it is how Scirra examples show how to implement "pause" in a game.

  • Scenario: You create many events with sprites that have the physics behavior... months later you see a need to move the physics behavior into a family and all the sprites into that family... but you now need the events using the physics behaviors to instead be using the physics behavior on the family...

    Feature: A behavior search and replace that is sort of like the object search and replace. It would replace any object level behavior references in events with an equivalent behavior from a family the object is a member of.

  • Use the system event "set time scale" that pauses physics objects in motion, but it pauses ALL objects at the same time.

    You can also use the physics event "disable" to turn physics behavior off and the object will stop dead in its tracks.

  • Problem Description

    When the system event "Set object time scale" is set to zero for an object with the physics behavior (ALSO the Sine Behavior is not affected) the object still falls because the physics behavior is not affected.

    ** Note to devs: I thought we figured out how to fix it below, but then I found that if the solution (change to Framerate Independent mode) is applied to a sprite that isn't the first then the fix has no effect!!! So there might still be a bug here...

    Attach a Capx

    Done

    Description of Capx

    Press Right arrow to cause the physics object to fall off edge. Press space to see that the fall continues despite object time scale set to zero. Refresh and press Right to fall off edge again and press Ctrl to see the object stop falling when the entire system time scale is set to zero.

    Steps to Reproduce Bug

    • Use the physics behavior on an object.
    • Put the object in a state of physics movement (falling)
    • Set object time scale to zero.

    Observed Result

    Physics behavior continues to operate.

    Expected Result

    Object to pause

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (don't know)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    Release 168

  • I just tested the game I am working on and the CPU usage actually went down somehow... maybe because of some other optimization not related to tile maps?

    Oh and the seams are gone which solved the last technical issue I was working on before starting the process of building out all the levels in the game. This update came just in time.

  • In another thread Ashley said this [quote:3tivji0x]"Construct 2 can arbitrarily scale and rotate objects"

    It was on this thread ( )

    Does this include Tilemaps?

    Thanks for any feedback.

  • [quote:31voeec5]I know there's a guy making a class or something, and charging people money for it. I don't agree with trying to make money from a community so I'll do my best to share anything I learn that might be helpful to people trying to make income developing apps.

    Yes, thanks for the sharing. I don't really appreciate the comment about me "Trying to make money off the community", but you are entitled your opinion. I put countless hours into creating my courses that go into detail with a problem people were having getting ads working with CocoonJS from start to finish.

    I answer questions daily through the forums, PM, Skype and facebook about getting things working without taking a dime from people. I would think my rep and history on these forums prove that.

    I paid for your tutorial and am glad I did. I do not want to stumble through the process... I prefer to get the information straight from someone who has already done it and paying a little money for it was no problem.

  • If there is no technical reason for excluding the ability to change the angle of a Tilemap like you can on Tiled Backgrounds then please add it. I was going through the process of reducing my various type of "surfaces" down to just Tilemaps then realized it cannot have its angle changed like Tiled Backgrounds can which brought the effort to a halt.

    *Basically what I am trying to do is have one Tilemap covering the entire Layout acting as the main "surface area" and was going to replace all my Tiled Backgrounds that act as my moving platforms with Tilemap objects using the same tile sheet as the main Layout wide Tilemap. This works in all cases except where the Tiled Background platforms were tilted at various angles.

    Also if it is not technically possible that would be nice to know so that I won't bother holding off anything hoping that it gets added.