I've been making games that use the sub-application as a pause menu feature. I was able to get it to work just fine until it started to behave differently when compiling to flash. It works one way in EXE format and another way in SWF. I've tried to find several workarounds, but it's starting to become a real hassle to test the game out if flash reacts so differently. I was wondering for the sake of convenience if there was a way to make a sub-app pause menu that works for both formats without having to make edits when switching to one or the other.
What I've tried so far:
-Nivram's method works perfectly for the EXE format. However, when compiling to flash, the sub-app doesn't follow the screen if the level is bigger than 640 x 480. I found a workaround by having an active object remain at the top corner of the screen, and the sub-app follows that. Now, it works for flash, but during EXE runtime it appears outside the game screen and will even appear beyond the monitor if gone far enough.
-Normally, for EXE games, I checked the options "Popup Window" and "Modal" as well as unchecked "Follow the frame". However, the first two options are greyed out for flash, and while the game can display the menu, it doesn't actually pause the game. Moving objects still move around when the game is paused in flash. Is there a more efficient way to solve this without having to manually shut off the movements of all objects?