Monday, October 5, 2015

Dev-Day Episode 17: Phantom Limbs

so i've run out of episode title ideas, so i'm just going to use mission names from Metal Gear Solid V; The Phantom Pain.

pause screen is complete.

unpaused;














paused;











you may notice how the player character disappears, as well as the platform they stand on, while the brick walls and floors do not.

this is because the walls are tiles, and are not deactivated, suspended when the pause function is activated.

personally, i like this aesthetically. as this will make the player character and enemies dissappear, while the stage is still in place.

as for the code, it's relatively simple.


these are basic toggle functions.

when escape is pressed, it switches between a paused state, and an unpaused state.

when tab is pressed, it switches between a fullscreen state, and a windowed state.



of the two buttons that appear, one of them is a placeholder for an options button i'll work on.

options such as sound, brightness, maybe controls.

but the more noticeable one would be the fullscreen button.


this doesn't just tell you how to enter fullscreen mode, if you click it, it'll switch the game to fullscreen mode...



...simply by changing the 'fullscreen' variable to what it needs to be to create the desired effect.

the buttons are lso placed in the room relative to the view of the room.

these variable can be changed as i need them to change to put the button where they need to be.


and there will also be a third button, the save button.

i'll make sure all the options are implemented before i work on the main menu.

multitasking will just distract and lower quality.

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