Basic settings
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 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.
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
the command 'open door' will remain activated after the action has been executed. When choosing
the standard command will be activated after the command has been executed.
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).
Right Mouse Button
Choose what will happen if the right mouse button is pressed. With
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.).
will set the standard command as current command and
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
you can choose which action will executed after the user has clicked the right button,(e.g. display or hide the interface). If
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
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
you can choose which action will executed after the user has double clicked. If
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
). The event will be executed after the mouse button has been released. With
you will be able to use the hold button for any action purpose (e.g. 'Hold button on door', etc.). Choosing
you can choose which action will executed after the user has hold the mouse button for a longer time. If
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
). The event will be executed immediately (with the mouse button still pressed). With
you will be able to use the hold button for any action purpose (e.g. 'Hold button on door', etc.). Choosing
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.