2 ways: 1. I change screens 2. I have a gamestate tracker
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Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Every object's step event is basically encased in a "if !paused" bracket. Upon pause, all objects' image speeds are saved to a variable, then set to 0. On unpause, those speeds are set back to that variable
Bedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Someone suggested putting: if paused {return;} at the top of your code.
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I don’t use gamemaker, but this sounds accurate to what I would do in other software.
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Global variable and a big ol' IF PAUSED at the top of every relevant event. I manually handle sprite animation so stuff like image_speed doesn't affect me
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This is, imo, the most reliable and conceptually simple solution... butttt time-consuming to implement in large existing projects, and can cause problems if you've not been well behaved and used Draw for more than drawing
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- take a screenshot - deactivate everything - (reactivate important stuff) - show screenshot …more or less
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Haha this way is actually real smart, never would have thought of it
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Dedicated pause room/room persistence, usually.
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Het laden lijkt wat langer te duren.
Twitter is mogelijk overbelast of ondervindt een tijdelijke onderbreking. Probeer het opnieuw of bekijk de Twitter-status voor meer informatie.


he/they