A simple but effective pause engine, which integrates easily into any game.
Features: - Works for both 2D and 3D games. - Works both with and without the application surface. - Works with any number of views - also works without views. - Works with different window scales (black bars are not a problem). - Deactivated objects stay deactivated after un-pausing. - Works with backgrounds - both moving, tiled and foregrounds! - Works when using the GUI draw events just as well. - Easy to customize.
How does it work? Simply call the script game_pause() and the script will create a pause object, which will handle the rest!
The engine works by deactivating all instances, like many pause systems do - but usually these will just activate ALL objects again after the pause event (which we do not want). Rarely they will leave the deactivated ones be - but this engine does!
Any objects created after triggering the pause will automatically be deleted after the pause ends, so you can create a couple of objects with the pause screen to make a custom pause menu. Super easy stuff!
Version 1.0.0. Published August 19, 2015
Created with GameMaker: Studio v1.4.1567
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Works perfectly when I compile for Windows, but freezes the game in HTML version.
Saved me lots of time
Super easy to get working, saved me lots of time fiddling about. Author thought of some edge cases I missed, overall, does exactly what it says on the label.
11/10 would pause again.
easy and efective
Absolutely great: it saved me a lot of time! I had to modify it a bit, though, but the code is well written, so it was really easy to do it.
This is just perfect!
i tweaked it a bit to suit my needs. it's the absolute pause screen solution I've ever tried!
Fast & Easy
Imported to my project and worked with no issues at all.
The code it's well documented so it's easy to personalize.
Kudos to the dev(s).