Description

A simple demonstration of how to make pause screens and suspend gameplay which works best for the application_surface drawing method found in GameMaker: Studio 1.3+.

Shows a "clean" background-only look, a "gameplay snapshot" look, plus a method where you save the application_surface to a sprite and then draw the sprite instead - all of them without leaving the current game room. Also shows how you can spawn pause overlay objects to handle unpausing or other menu actions.

Works in windowed and fullscreen displays, on mobiles and on JavaScript platforms - it even shows you how to pause automatically on Xbox One when the player presses the home button. Comments have been added to highlight where you might expect per-platform quirks.

More info

End User Licence Agreement (EULA).

Changes in 1.0.4

  • Minor update*

In-game buttons for navigating between rooms (useful for mobile demoing). Extra line to the documentation to point out the need for 1.4.1577+.

Version 1.0.4. Published June 22, 2015

Created with GameMaker: Studio v1.4.1577

Age Rating: 4+

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Anonymous 10 March 2015

wonderful demo

I have a concern over mobile usage, when i try to pause my game it rotates the image of the surface idk why

This review was left for a previous version of this asset.

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ObSkewer Games (Publisher) 05 July 2015

I'll look into this. Thanks.

Edit: This is a bug in surface_copy() within GameMaker itself. It doesn't take into consideration that the game is actually upside-down on OpenGL platforms. There will be a fix in a future release of GameMaker, and I'll do a new version then, with the comments updated and also some on-screen buttons for better mobile demoing.

Edit 2: 1577+ has the fix, and the updated demo is published.


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Anonymous 09 December 2014

I hate to be critical

This demo does show you how to pause in three different manners (using a 3 different screens with a single object in each). It's not a framework for doing so (which since it's a demo I guess it's OK that it doesn't really provide a "system"; this fact has cause me to convince myself to increase the score from a 1 to a 3).

Not sure how well this would work for a complex game with multiple objects in it.

This review was left for a previous version of this asset.

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ObSkewer Games (Publisher) 18 December 2014

Thanks for your generous review. What "framework"/"system" were you looking for?

I've now added another object into v1.0.2 to show that it works perfectly well with multiple objects, as it's really just the drawing you have to handle with this system - all other objects being deactivated and so therefore "paused" anyway. Please update and see if that answers your questions. Thanks.

Just to be clear, though, this demo is about handling the application_surface to do pause screens. Things like saving gameplay data before entering a pause screen, sending off analytics, etc., is not covered. Spawning new objects whilst paused is not currently covered, but I could easily do that for a future version.

What is the issue?

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