Re: Best way for make a full screen pause menu?
Mine works just perfectly except for values.
In my frame "Level 1" I set my character's var L to 0 or 1. And M to 0 or 1.
When I press Esc the subapp is run...it has my character in it as well...and he is a global object. My subapp is set to "share variables" but it does not work. MMF2 cannot read the variables of my "Level 1" frame.
EDIT How do you go back to a screen when the subapp is running?
Jump to... lets the subapp jump to...but not the main app.
End subapp ends it and nothing else happens.
My main app is 1024x768, my subapp menu is a popup window with 180x280.
Re: Best way for make a full screen pause menu?
This is driving me nuts. I can't get it to work. It is the last one I have to code.
Re: Best way for make a full screen pause menu?
Well, I think the subapp is treated as a different "application" so can't read the values of global objects in your parent application... it can share globals and the other items that you can check off in its properties, so depending on the situation you could either store a couple of values there or use a save file to transfer data between them (using the Named Variable Object or an INI/plaintext file).
I'm not sure what you're trying to do in your second question... "End the application" from within the subapp will close the sub-application and restore control to your main application, as long as you have the "When subapp is finished -> Destroy subapp" event in your main frame.
Re: Best way for make a full screen pause menu?
Re: Best way for make a full screen pause menu?
I think there's an even better method - have the inventory (or pause screen or dialogue stuff or whatever) in a separate frame with "keep display from previous" checked.
When it needs to pop up, save the state of the current frame, save the ID of source frame somewhere and then jump to the frame with the inventory etc.
When the work is done, read the ID of source frame, load it's state and continue.
This way one can have slightly transparent menus, also there's no need to mess with an additional active picture that will load a snapshot of the source frame etc.
Re: Best way for make a full screen pause menu?
Hah, wow. I literally just logged in to ask about pause menus, and here's this thread. Timing FTW :D
More thanks from me :P
Re: Best way for make a full screen pause menu?
Actually saving frames and then loading them doesn't really work if one's app resolution is a bit bigger or there's lot of data ;_; there's a visible lag and some other minor problems, for example objects that are destroyed popping up for a split second (I guess before the frame loads) etc.
Too bad, it worked so nicely when I was just testing it!
Re: Best way for make a full screen pause menu?
(sorry to boost a week-old thread, but it seemed the most appropriate since all the stuff is here)
Ray, your method works really well for me, but I have one problem. I'm working on a platformer, and when I return to the original frame my character is suddenly unable to move, other than turning on the spot. This also happens in midair. Although it's a little amusing seeing my game character oddly suspended in midair, it's not too great for gameplay ;)
Do you know why this is? I'm using the Platform Movement Object. The character's animation also continues to play as usual, so the problem is purely with his movement.
Re: Best way for make a full screen pause menu?
No, in fact I'm battling with it at the moment but I have a feeling I opened Pandora's box of bugs including runtime crashing, screen flashing, path movement of my NPCs going completely off, objects disappearing and pasting themselves into the background...
The most frustrating part is that it stops crashing if I just change all my actives' movement from path to static, so I'm 99% certain this is a TGF/MMF bug.
Re: Best way for make a full screen pause menu?
I don't have any problems with crashes, flashes, or the like (woo rhyme :P ), it's just the platform movement object that seems to stop functioning