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Post » Sun Aug 21, 2011 8:54 am

well, see... I had started putting in a pause control variable that did just what you mentioned, but it began to get complicated with custom actions, like setting an enemies x speed to a set amount (so it bursts in a direction and then slows down over time based on the decel) but by pausing with the variable, I now have to create a pre-pause container for whatever that sprites x speed was, so that I can reset its x speed to that on unpause, and for 20 different enemies with different AI's that's REALLY daunting, so I was just curious for a potentially less headachy solution...
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Post » Sun Aug 21, 2011 9:01 am

Hmm, there is one that's easier... set timescale to 0 :D
The MouseKeyboard object's 'on object clicked' etc. are still recognized and executed, so if you don't need time based movement in the pause menu, you could go with it.
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