trouble with timescale

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  • I have a pause screen that has when its visible, the timescale is 0, but my enemy objects keep moving and do whatever they were coded, even if I disable the group of code for them they keep moving, how do I fix this?

  • Timescale doesn't stop the game completely, events continue to run. So if you move enemies with events, they will continue moving.

    But of course this shouldn't happen when the event group is deactivated.

    So my guess is that some other event in your project re-activates the group and perhaps restores the time scale.

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  • thanks for the advice, i just figured out the problem, i checked for other events that made the problem happen, like you said, but i didnt have any (i used ctrl f so i didnt skip anything), but after i spent some time looking i remembered i changed some code a long time ago for the pause screen, so i changed it back and now it looks like this:

    when the bug was happening, the button down and pause visible events were together like this:

    I'm not sure why its like that, and while it was together the pause screen worked fine for a while, which is confusing me, but at least its working now, and thanks again

  • Why are you using "Is key down" conditions? You should change them to "On key pressed".

  • I was gonna use that for something later in my game, for stuff like changing the screen shown on pause, so like I would add a sub event for and arrow pressed, making it so that if shift is down, and right arrow is pressed, I go to the right pause screen, or if left arrow is pressed, the screen goes left.

    I'm just not that far into coding the game yet

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