Difference between revisions of "Game Properties"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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==Mouse Properties==
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{| style="background: #f0f0f0; border: 1px dashed darkgrey"
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|- valign="top"
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| width="100%" |
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<b>Left mouse button</b><br/>
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♠ <b>Use for individual actions</b>: only execute individual actions (standard actions) <br/>
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♠ <b>Start following action</b>: allows you to define custom actions that should be executed each time the left mouse button is clicked
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<b>Right mouse button</b><br/>
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♠ <b>Activate Standard command</b>: n/a <br/>
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♠ <b>Company name</b>: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>/ <br/>
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♠ <b>Game name</b>: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>(if included)/<game_name><br/>
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♠ <b>Align character on immediate execution</b>: if checked, current character will automatically face towards any object using immediate execution command <br/>
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♠ <b>Allow dragging of items from inventory</b>: automatically sets clicked item to hand for quickly using on other objects, items or characters <br/>
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♠ <b>Always allow to skip active text</b>: if selected then users can skip displayed text during cutscenes with left mouse button<br/>
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♠ <b>Execute key actions during a dialog</b>: allows or prevents the player from executing key input actions while a dialog is open<br/>
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♠ <b>Auto hide interfaces in menu</b>: automatically hides all interfaces while a menu scene is open<br/>
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♠ <b>Keep character images in memory while displaying a menu</b>: saves all character animations, destinations & actions to memory when you open up a menu<br/>
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♠ <b>Activate pixel effect</b>: activates nearest neighbor interpolation; best used for low resolution games, if desired<br/>
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<gallery widths=70px heights=70px perrow=1>
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File:game_tab.png
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File:game_tab_1.png
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</gallery>
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|- valign="top"
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♠ <b>Active character</b>: this is where you assign the default playable character of your game<br/>
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♠ <b>Intro movie</b>: add a movie (usually company splash) that will play on game launch (after load screen; if provided)<br/>
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♠ <b>Fade delay [ms]</b>: default time in milliseconds that it takes to fade between scenes<br/>
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♠ <b>Scroll speed [pixel/sec]</b>: the speed in which scenes will be scrolled by (higher value equals faster scrolling)<br/>
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♠ <b>Sprite cache size [mb]</b>: sprite cache size in MB, which stores recently loaded sprites<br/>
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♠ <b>Speaker sound by panning</b>: - <br/>
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♠ <b>Text alignment</b>: allows you to set the alignment of spoken text that displays above characters heads<br/>
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♠ <b>Speaker text alignment</b>: allows you to the set the alignment of narration text<br/>
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♠ <b>Minification filter</b>: defines the filter to be used for scaling character sprites down; nearest neighbor should only be used for low resolution games<br/>
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♠ <b>Magnification</b>: defines the filter to be used for scaling character sprites up; nearest neighbor should only be used for low resolution games<br/>
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♠ <b>Disable interaction during character anim</b>: prevent the player from being able to interact during certain character animations<br/>
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♠ <b>Object text font</b>: set the font that will be used for displaying object text<br/>
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<gallery widths=70px heights=70px perrow=1>
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File:game_tab_2.png
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</gallery>
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|- valign="top"
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♠ <b>Action text</b>: the text that will be displayed for actions; commands, items, objects etc<br/>
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♠ <b>Display</b>: define how & where the action text should be displayed; if required<br/>
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♠ <b>Font</b>: define the font which should be used to display the action text<br/>
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♠ <b>Rectangle</b>: absolutely define a box (position, size) in which the action text should be displayed; only applicable if ''draw action text inside rectangle'' option was chosen<br/>
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<gallery widths=70px heights=70px perrow=1>
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File:game_tab_3.png
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</gallery>
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{{i18n|Game_Tab}}
 
{{i18n|Game_Tab}}

Revision as of 19:10, 13 December 2013

Game: This is where you can setup the main game properties: mouse, key input, languages, provide information & version build number etc

Game Properties

First scene: which will be shown after load screen/intro movie (required)
Default language: initial language game should begin with (required)
Resolution: this is the games default resolution - you can set a custom resolution via the explorer tool (required)
At begin start following action: you can use this to perform actions on game launch; hide interfaces, check settings etc
Activate Standard command: n/a
Company name: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>/
Game name: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>(if included)/<game_name>
Align character on immediate execution: if checked, current character will automatically face towards any object using immediate execution command
Allow dragging of items from inventory: automatically sets clicked item to hand for quickly using on other objects, items or characters
Always allow to skip active text: if selected then users can skip displayed text during cutscenes with left mouse button
Execute key actions during a dialog: allows or prevents the player from executing key input actions while a dialog is open
Auto hide interfaces in menu: automatically hides all interfaces while a menu scene is open
Keep character images in memory while displaying a menu: saves all character animations, destinations & actions to memory when you open up a menu
Activate pixel effect: activates nearest neighbor interpolation; best used for low resolution games, if desired


Active character: this is where you assign the default playable character of your game
Intro movie: add a movie (usually company splash) that will play on game launch (after load screen; if provided)
Fade delay [ms]: default time in milliseconds that it takes to fade between scenes
Scroll speed [pixel/sec]: the speed in which scenes will be scrolled by (higher value equals faster scrolling)
Sprite cache size [mb]: sprite cache size in MB, which stores recently loaded sprites
Speaker sound by panning: -
Text alignment: allows you to set the alignment of spoken text that displays above characters heads
Speaker text alignment: allows you to the set the alignment of narration text
Minification filter: defines the filter to be used for scaling character sprites down; nearest neighbor should only be used for low resolution games
Magnification: defines the filter to be used for scaling character sprites up; nearest neighbor should only be used for low resolution games
Disable interaction during character anim: prevent the player from being able to interact during certain character animations
Object text font: set the font that will be used for displaying object text


Action text: the text that will be displayed for actions; commands, items, objects etc
Display: define how & where the action text should be displayed; if required
Font: define the font which should be used to display the action text
Rectangle: absolutely define a box (position, size) in which the action text should be displayed; only applicable if draw action text inside rectangle option was chosen


Mouse Properties

Left mouse button
Use for individual actions: only execute individual actions (standard actions)
Start following action: allows you to define custom actions that should be executed each time the left mouse button is clicked


Right mouse button
Activate Standard command: n/a
Company name: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>/
Game name: save games, log files, config.ini etc will be saved in c:/users/<username>/AppData/Local/<company_name>(if included)/<game_name>
Align character on immediate execution: if checked, current character will automatically face towards any object using immediate execution command
Allow dragging of items from inventory: automatically sets clicked item to hand for quickly using on other objects, items or characters
Always allow to skip active text: if selected then users can skip displayed text during cutscenes with left mouse button
Execute key actions during a dialog: allows or prevents the player from executing key input actions while a dialog is open
Auto hide interfaces in menu: automatically hides all interfaces while a menu scene is open
Keep character images in memory while displaying a menu: saves all character animations, destinations & actions to memory when you open up a menu
Activate pixel effect: activates nearest neighbor interpolation; best used for low resolution games, if desired


Active character: this is where you assign the default playable character of your game
Intro movie: add a movie (usually company splash) that will play on game launch (after load screen; if provided)
Fade delay [ms]: default time in milliseconds that it takes to fade between scenes
Scroll speed [pixel/sec]: the speed in which scenes will be scrolled by (higher value equals faster scrolling)
Sprite cache size [mb]: sprite cache size in MB, which stores recently loaded sprites
Speaker sound by panning: -
Text alignment: allows you to set the alignment of spoken text that displays above characters heads
Speaker text alignment: allows you to the set the alignment of narration text
Minification filter: defines the filter to be used for scaling character sprites down; nearest neighbor should only be used for low resolution games
Magnification: defines the filter to be used for scaling character sprites up; nearest neighbor should only be used for low resolution games
Disable interaction during character anim: prevent the player from being able to interact during certain character animations
Object text font: set the font that will be used for displaying object text


Action text: the text that will be displayed for actions; commands, items, objects etc
Display: define how & where the action text should be displayed; if required
Font: define the font which should be used to display the action text
Rectangle: absolutely define a box (position, size) in which the action text should be displayed; only applicable if draw action text inside rectangle option was chosen