Menus Action Simple: Conflict with buttons ingame and in menu

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Started by SlySly 4 posts View original ↗
  1. Hello,

    So basically I continue working on my project.

    For now I added some menus to my game. I've got a Pause menu (triggered when using "Start" button) and a sort of inventory (triggered when using "Select" button) where I can choose things I want to used.

    But I notice some conflicts.

    -When I'm in the inventory it's possible to press "Start" button so the pause menu appear. It's very weird to have two menus in same time, and it should not happen.

    -In my inventory, I used "B" button so select an Item, and in game I use "B" button to jump with my player. So when I'm in inventory I select an item with b (with my cursor) and when go back to the game my player just jump because I used "B" button in inventory.

    How can I fix this two problem? Can someone has some advices?
  2. Hmm, if you have inventory menu, I guess you don't need a pause menu? Everything will freeze as soon as you call the inventory anyway (that's how it's in Zeldas). This should also prevent the problems with "B" getting registered in the game.
  3. Yep you're right but the things are more clear when there is a Pause screen for pause and an inventory for the item.

    I just don't understand who you can block command during a screen for prevent an other to be on top. It's weird because IG Maker has the possibility to have 5 screens for the menus so I don't understand how to manage this.
  4. Ig maker give us the opportunity to have different menu screen, but I just don't understand how to prevent the player to open different menu in same time.

    I really want to see other projects made and see if this "bug" happen too (open a menu and click an other, so two menus are display in same time).