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 couple 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.

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).

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 proect.