Scrolling Game Development Kit UI Help  

Player Settings

This dialog is used to define the map where gameplay starts, what the inventory looks and acts like, and a few other global gameplay-related settings.

First of all the player needs to know where to start the game. All this requires is an indication of which map the game starts on. The map itself knows the starting position for the player sprite. Then there are a few miscellaneous global settings used by the player:

The remainder of the dialog is dedicated to defining the inventory. To create an inventory item, first enter all the parameters for the item, then click New to create the item and add it to the project using the given parameters. The list below describes the parameters:

The "Quantity Display" field deserves a more detailed description. Many of the other parameters interact with and depend on the value in this field. Listed below are the different values for Quantity Display.

If an inventory item does not specify a tileset, the item name text will be used to represent it in the inventory display (Quantity Display in this case should be bar or text).

In version 1.4 and later, you can define on which maps an inventory item is visible. By default an item will be visible on all maps, but you can turn off display of particular inventory items on specific maps in the Edit Maps Dialog.

The arrow buttons at the bottom of the dialog can be used to navigate through existing inventory items. New creates a new item based on the displayed parameters and adds it to the project. Delete deletes the currently displayed item (indicated by the index in the title of the frame: "Inventory Item 1 of 2" for instance). The Update button updates the current item to the displayed parameters. The arrow buttons do an implicit update before moving to the new item, as does the OK button.

Since all these parameters are project-wide they are saved in the GDP (project) file and have no connection to a map, except that the starting map name must exist in the project.