Basic settings: Difference between revisions

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===Allow dragging of objects from inventory===
===Allow dragging of objects from inventory===
If checked the player can drag items from the inventory by pressing the left mouse button. A second click will drop and use it on an object, item or a character.
If selected the player can drag items from the inventory by pressing the left mouse button. A second click will drop and use it on an object, item or a character.
 
===Always allow to skip active text===
If selected then a currently shown text can always be skipped (with the left mouse button or a key-action with the actionpart <font class="keyword">Skip current text</font>) even if there is a cutscene running or the cursor is hidden.
 
===Execute key actions during a dialog===
If selected then key actions (actions which are started by pressing a key) can also be executed if a dialog is currently running (i.e. dialog parts are displayed). If a dialog is currently running and the user switches from a playable scene to a menu (with a key action) then the dialog is not displayed again until the user switches back to a playable scene.


===Activate standard command after an Action===
===Activate standard command after an Action===
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Example:
Example:


The User executes the command 'open door'. In case you set it to <font class="keyword">Never</font> the command 'open door' will remain activated after the action has been executed. When choosing <div style="keyword">Always</div> the standard command will be activated after the command has been executed. <div style="keyword">Only after successful execution of an action</div> means that the standard command will only be activated if the action 'open door' exists at all.
The User executes the command 'open door'. In case you set it to <font class="keyword">Never</font> the command 'open door' will remain activated after the action has been executed. When choosing <font class="keyword">Always</font> the standard command will be activated after the command has been executed. <font class="keyword">Only after successful execution of an action</font> means that the standard command will only be activated if the action 'open door' exists at all.


===Fade Delay===
===Fade Delay===
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===Minification filter / Magnification filter===
===Minification filter / Magnification filter===
Sets the filter which is used for scaling images (currently only character sprites are scaled) 'Linear interpolation' should be appropriate for most cases but can sometimes lead to blurry images. 'Nearest neighbor' only takes one pixel of the original image into account for scaling and produces pixelated images. ===
Sets the filter which is used for scaling images (currently only character sprites are scaled) 'Linear interpolation' should be appropriate for most cases but can sometimes lead to blurry images. 'Nearest neighbor' only takes one pixel of the original image into account for scaling and produces pixelated images.


===Description===
===Description===
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===About===
===About===
This field contains project description or whatever you want to type in here. If it's not empty the description text can be shown in the SmartSetup by pressing on the description button (works only with compiled Visionaire game files).
This field contains project description or whatever you want to type in here. If it's not empty the description text can be shown in the SmartSetup by pressing on the description button (works only with compiled Visionaire game files).
===Right Mouse Button===
Choose what will happen if the right mouse button is pressed. With <div style="keyword">use for individual actions</div> you will be able to use the right mouse button for any action purpose (e.g. 'Right click on door', 'Right click on button', etc.). <div style="keyword">activates standard command</div> will set the standard command as current command and <div style="keyword">activates next command</div> activates the next available command (e.g. you have created three commands: 'Walk to', 'Look at' and 'Use'. Pressing the right mouse button will switch from 'Look at' to 'Use', from 'Use' to 'Walk to' ...). Choosing <div style="keyword">starts the following action</div> you can choose which action will executed after the user has clicked the right button,(e.g. display or hide the interface).
If <div style="keyword">with individual execution</div> is selected then the right mouse button will be processed additionally after the action.
===Double click===
Choose what will happen if the left mouse button is double clicked. With <div style="keyword">use for individual actions</div> you will be able to use the double click for any action purpose (e.g. 'Double click on door', 'Double click on button', etc.). Choosing <div style="keyword">starts the following action</div> you can choose which action will executed after the user has double clicked.
If <div style="keyword">with individual execution</div> is selected then the double click will be processed additionally after the action.
===Time until mouse button hold===
Configure the time that is needed to hold the mouse button until the event 'hold mouse button' will be executed.
===Hold left mouse button (button released)===
Choose what will happen if the left mouse button is being hold for a longer time (this time can be specified at <div style="keyword">Time until mouse button hold [ms]</div>). The event will be executed after the mouse button has been released. With <div style="keyword">use for individual actions</div> you will be able to use the hold button for any action purpose (e.g. 'Hold button on door', etc.). Choosing <div style="keyword">starts the following action</div> you can choose which action will executed after the user has hold the mouse button for a longer time.
If <div style="keyword">with individual execution</div> is selected then the mouse button will be processed additionally after the action.
===Hold left mouse button (button pressed)===
Choose what will happen if the left mouse button is being hold for a longer time (this time can be specified at <div style="keyword">Time until mouse button hold [ms]</div>). The event will be executed immediately (with the mouse button still pressed). With <div style="keyword">use for individual actions</div> you will be able to use the hold button for any action purpose (e.g. 'Hold button on door', etc.). Choosing <div style="keyword">starts the following action</div> you can choose which action will executed after the user has hold the mouse button for a longer time.
===Actions===
You can create actions and link them to a key on your keyboard. This link will serve as a hotkey during the game.

Latest revision as of 15:57, 15 June 2006

First scene

Choose which scene is to be shown right after the loading screen. Normally this will be some kind of main menu (new game, load/save game, quit etc).

Active character

Choose with which character you want to start on the first scene.

Standard Language

If no language is selected by the user (e.g. with SmartSetup or the .ini file), the game will be started with the language set here.

Intro movie

Choose a video to be shown right after the loading screen. A possible video might be a logo or something similar.

Resolution

Choose in which resolution the game will be started, e.g. 800x600.

Allow dragging of objects from inventory

If selected the player can drag items from the inventory by pressing the left mouse button. A second click will drop and use it on an object, item or a character.

Always allow to skip active text

If selected then a currently shown text can always be skipped (with the left mouse button or a key-action with the actionpart Skip current text) even if there is a cutscene running or the cursor is hidden.

Execute key actions during a dialog

If selected then key actions (actions which are started by pressing a key) can also be executed if a dialog is currently running (i.e. dialog parts are displayed). If a dialog is currently running and the user switches from a playable scene to a menu (with a key action) then the dialog is not displayed again until the user switches back to a playable scene.

Activate standard command after an Action

Choose weather to activate the standard command or not after an action and also if a standard command should be activated at all (it will usually be the "walk" command).

Example:

The User executes the command 'open door'. In case you set it to Never the command 'open door' will remain activated after the action has been executed. When choosing Always the standard command will be activated after the command has been executed. Only after successful execution of an action means that the standard command will only be activated if the action 'open door' exists at all.

Fade Delay

When entering a scene it will be faded from black to the background of the scene. You can configure the duration of this delay here.

Scroll speed

Configure the range of each scroll step.

Minification filter / Magnification filter

Sets the filter which is used for scaling images (currently only character sprites are scaled) 'Linear interpolation' should be appropriate for most cases but can sometimes lead to blurry images. 'Nearest neighbor' only takes one pixel of the original image into account for scaling and produces pixelated images.

Description

This text will be shown in the editor only.

About

This field contains project description or whatever you want to type in here. If it's not empty the description text can be shown in the SmartSetup by pressing on the description button (works only with compiled Visionaire game files).