Scrolling Game Development Kit UI Help  

Edit Maps Dialog

This is probably the most involved dialog in GameDev. For this reason, the documentation is split into 6 parts:

At the top of the dialog you will see the list of all the maps in the current project. Clicking on one of these loads the remainder of the dialog with information related to this map. If the map has been saved to a file, this filename will appear in the "Path" field. A map must be selected in the top half of this dialog to use most of the bottom half.

A map is somewhat separated from the individual layers that make up its main contents. This is because, while a map can have an overall size (dictating how far the player on the map can travel), the individual layers may scroll at different rates. Therefore the size of the map itself and the size of the individual layers must have some inherent separation. To begin understanding how to use the Edt Maps dialog let's step through a short description of each of the fields associated directly with a map:

The Name, Path and "Map Display" parameters are saved in the GDP project file while the width and height (and everything else related to a map) are stored in the MAP file indicated by the Path parameter. The distinction here is that the Width and Height are very closely tied to the remainder of the map (the size of the layers), but the display parameters, name and path are attributes that the project needs to know in order to reference, load and display the map.

Entering the parameters described in the top half of the dialog and clicking the "New Map" button creates the new map object and adds it to the list. Do not specify inventory display parameters before clicking the "New" button. Inventory display checkboxes can only be altered on an already existing map, so create it and then update it if you need to alter the inventory items that are displayed. Note that the map object consists of very little data -- just the parameters that were entered. The main content of a map is stored in its layers.