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 scroll margins determine how many pixels
there are between the edge of the map display and the edge of the
player sprite before the map starts to scroll. The smaller these
values are, the closer the edge of the sprite can get to the edge
of the display area before causing the map to scroll. The map
will stop scrolling if the player reaches the edge of the map.
The player can then travel right up to the edge of the display if
the map solidity allows it (even off the edge, so make sure the
edges are solid).
- The "Quantity Margin" determines how
certain aspects of the inventory are displayed. This margin is
used to separate the icon (or word) representing an inventory
item from the bar or text indicating the quantity owned.
- One new feature with version 1.3 is frame rate limiting. If
you want to try to make your game run at the same speed on fast
computers and slow computers, check the box to limit the frame rate
and enter how many frames per second you want to allow. If you want
to see the current frame rate, go turn on the frame rate display
in the Options Dialog.
- Another new feature with version 1.3 is the ability to specify
a default script. Here you can enter the filename of a VBS script
written for GameDev, and then if you right-click on the GDP file
and select play from the context menu, it will automatically load
the script associated with that project. This may be somewhat more
convenient than creating a proper shortcut for your project. Also,
when you run GDPlay.exe without any parameters, it will prompt the
user to create a shortcut. If the user creates a shortcut that
references only the GDP file, the default script will be picked up
automatically when the shortcut is executed, even if not specified.
- New with version 1.4 is the adjustable playback screen
resolution. You are no longer forced to deal with 640x480 displays.
If you are fond of the old chunky graphics, or have a need for
speed, you can drop the resolution down to 320x240, or if you want
extra detail, raise the resolution to 800x600 or 1024x768. The map
editor will follow, and edit the maps in the same resolution except
for 320x240 mode. The map editor will edit maps in 640x480 even if
the resolution is set to 320x240, and the display will just be
confined to the top left quadrant of the screen. This is to allow
the map editor enough room to display its menus. Important!
Be careful when adjusting this setting on an existing project.
Reducing the resolution can reduce the number of tiles in the map.
Actually, changing the resolution doesn't directly affect the map; it
will just verify that all the existing maps can fit on the display,
and you will get an error message about each map that doesn't fit.
But if you then go to the maps dialog to alter the view parameters
to fit in the display, you could easily clip out significant portions
of your map, depending on how your scroll rates are set up. Keep
in mind that changing this parameter does not automatically change
existing map view settings. You may have to visit the maps dialog
(and maybe the media clips dialog) to re-size or re-center graphics
to the new resolution after (or before) making adjustments here.
- Another new feature with 1.4 is the loading screen. If you specify
a loading screen for your project, the specified image will be
displayed while the project loads. This really only makes sense for
projects large enough that they take a while to load. The progress bar
and the "Powered By GameDev" logo are not alterable and have a fixed
position on the loading screen. Also, you *can* change the graphics
behind the text that appears above the progress bar, but that status
text will always appear in that fixed position and in the system's
default GUI text color. The loading screen image should be in
JPG, GIF or BMP format, and should be 400x250 pixels. I recommend
using the template bitmap included with GameDev 1.4. The filename is
LoadScrn.bmp, which is in the directory where GameDev.exe was installed.
This gives you a good idea of what space you have to work with.
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:
- Name: The name by which this inventory item can be
referred to within the project. This name must be unique
within the space of all inventory item names in the
project.
- Icon Tileset: If the inventory display for this item is
represented by a tile, this indicates the tileset in
which the tile is contained.
- Icon Index: This selects an individual tile from the
tileset that will be used to represent the item in the
inventory display. Use the arrows to cycle through the
tiles in the tileset. The currently selected tile is
displayed below the field.
- Max Quantity: Determines the maximum number of this item
that the player can own.
- Initial Quantity: Determines how many of this item the
player owns when the game begins.
- Quantity Display: Determines how this inventory item is
displayed. See below (after this list) for a detailed
description of each option.
- Icon count per repetition (M): If Quantity Display is set
to "Index to M; repeat..." this value
determines how many sequential tiles there are in the
tileset representing various quantities of this item. For
instance if you have one tile representing a single key
and another tile right after that representing two keys,
you would set the icon index to the tile for the single
key. Then set this value to 2. Then when the player has 3
keys, two tiles will be drawn to represent the quantity
owned of this item: one depicting two keys and one
depicting one key.
- Bar Color: If a bar is used to represent quantity owned
for this item, this is the color of the bar.
- Bar Background: The bar has a fixed maximum size. The
background of the bar always occupies the entire maximum
size while the bar itself represents what portion of the
maximum is owned. This setting determines this background
color.
- Bar Outline: If the background is insufficient to set off
the bar from the background of the display, you can add
an outline of any color around the edge of the bar
background.
- Bar Length: Determines how long, in pixels, the maximum
langth of the bar is. For vertical bars, this is the
height and for horizontal bars this is the width. This
size determines how big the bar background is.
- Bar Thickness: Determines how thick, in pixels, the bar
background and bar are. For a vertical bar this is the
width and for a horizontal bar this is the height.
- Coordinates to display inventory item: Where on the
display the inventory item should be drawn. This may
overlap the map since the inventory is drawn after the
map is drawn. Just make sure that whatever X,Y
coordinates you choose, there is sufficient room for the
icon, the margin, and the display of the quantity.
Remember the screen resolution is 640x480.
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.
- None: Do not display this item in the inventory, just
track ownership of the item invisibly.
- Horizontal bar above: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a horizontal bar above the icon according
to the specified "Bar" parameters. The bar is
aligned with the left side of the icon and fills from
left to right.
- Horizontal bar below: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a horizontal bar below the icon according
to the specified "Bar" parameters. The bar is
aligned with the left side of the icon and fills from
left to right
- Horizontal bar at right: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a horizontal bar to the right of the icon
according to the specified "Bar" parameters.
The bar is centered at the right side of the icon and
fills from left to right.
- Vertical bar above: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a vertical bar above the icon according to
the specified "Bar" parameters. The bar is
centered above the icon and fills from bottom to top.
- Vertical bar at right: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a vertical bar to the right of the icon
according to the specified "Bar" parameters.
The bar is aligned with the bottom of the icon and fills
from bottom to top.
- Vertical bar at left: Display the item's icon at the
specified coordinates, and display the quantity owned of
this item with a vertical bar to the left of the icon
according to the specified "Bar" parameters.
The bar is aligned with the bottom of the icon and fills
from bottom to top.
- Text above: Display the item's icon at the specified
coordinates, and display the quantity owned of this item
as numeric text above the icon. Text is aligned with the
left side of the icon.
- Text below: Display the item's icon at the specified
coordinates, and display the quantity owned of this item
as numeric text below the icon. The text is aligned with
the left side of the icon.
- Text at left: Display the item's icon at the specified
coordinates, and display the quantity owned of this item
as numeric text to the left of the icon. The text is
centered to the left of the icon.
- Text at right: Display the item's icon at the specified
coordinates, and display the quantity owned of this item
as numeric text to the right of the icon. The text is
centered to the right of the icon.
- Repeat icon to right: The icon is drawn at the specified
coordinates if the player owns at least one. Quantity
Owned determines how many more icons are drawn to the
right of it. The total number of icons drawn represent
the number owned by the player. Obviously this only works
for items with small maximum quantities. For each item
that the player *could* own, but does not own, tile
number 0 (from the same tileset) is drawn in that
position instead. (MaxQuantity tiles are always drawn
onto the screen, Quantity Owned determines how many are
the specified icon vs. tile #0)
- Repeat icon above: Same as "Repeat icon to
right" except additional items/slots are drawn above
the first one.
- Repeat icon below: Same as "Repeat icon to
right" except additional items/slots are drawn below
the first one.
- Increase icon index: A tile is always drawn at the
specified coordinates. If the player does not own any of
the item, the specified tile is drawn. If the player owns
one of the item, the following tile is drawn etc. The
count of the item owned by the player is added to the
tile index drawn.
- Index to M; repeat at right: This is somewhat similar to
"Repeat icon to right", but each
"slot" can represent more than 1 item. If M
(specified in the field under "Quantity
Display") is 2 for instance, the following will be
true: owning 1 of this item is represented by the
specified icon being drawn once; owning 2 is represented
by the subsequent icon being drawn once; owning 3 is
represented by the subsequent tile being drawn once and
then the specified icon being drawn to the right; owning
4 is represented by the subsequent tile being drawn once
at the specified coordinates and once to the right. The
remainder of the space that could be occupied (indicated
by MaxCount divided by M) is filled in with tile number 0
when not used.
- Index to M; repeat above: Same as "Index to M;
repeat at right" except additional tiles/slots are
positioned above the first.
- Index to M; repeat below: Same as "Index to M;
repeat at right" except additional tiles/slots are
positioned below the first.
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.