Environmental effects do not freeze in pause #3561
Replies: 6 comments
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Hmm yeah, this is caused by the fact that the game is just continually rendered, and not just over the framebuffer like console. |
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@JoshDuMan Is there any reason for doing it this way instead of using a framebuffer? It also causes some other issues like location title cards rendering over the pause screen as mentioned in #143. |
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I can think of a few reasons. One of which is that the port as far as I know does not support framebuffer emulation at all (which causes quite a few other problems), but also because even if you do have framebuffer emulation resizing the window will have issues when you are currently paused. I like the idea of continually rendering the game but it is going to be difficult to do it properly, as these issues show. |
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We chose to continue to render the game because it allows for a greater deal of flexibility. As mentioned, if we had a texture and the window were to be resized, it would distort the image. The issue with the title card mentioned in #143 will not be difficult to fix, it's just a matter of adjusting the draw order. While there are certainly some side effects as a result of taking this approach, these issues will not be difficult to fix. Some extra checks will need to be added to see if the game is paused. |
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The blue light effect after defeating a boss also continues its animation when pause menu is opened. |
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i guess inaccuracy was a good tag for this one, basically we want to implement a feature for pausing everything when kaleido is open |
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SoH:
2022-03-25.18-25-48.mp4
Intended:
2022-03-25.18-23-12.mp4
Soh:
2022-03-25.18-29-30.mp4
Intended:
2022-03-25.18-32-15.mp4
Soh:
2022-03-25.19-02-59.mp4
Intended:
2022-03-25.19-05-05.mp4
There are more cases like after shooting a fire arrow the effect will keep spinning. I imagine it's all from the same cause so this should be enough of examples of the bug.
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