Game Interface Design / Specifying Additional Properties / Specifying Basic Game Behavior
 
The properties contained in the Basic Game Behavior property list determine a range of interface related game characteristics, as explained below. (For more information on using property lists, see Common Production Tasks.)


This Application's Name

The name assigned to this application appears in its various dialog boxes and in error messages.

Target Frame Rate

Determines the game's intended frame rate. The standard is 30 frames per second. Values lower than 30 are generally insufficient, object movement is not fluid enough and background scrolling is rough. Values beyond 30 speed up the game and reduce the length of each tick, but only if the computer can keep up. For example, if the Target Frame Rate were set to 60, there would be 60 ticks per second, and all of the game's animation sequences would run more quickly on systems powerful enough to handle the added workload.

Values beyond 30 should be used only if the player's computer can be expected to be able to satisfy the demands of higher Target Frame Rate. (To see if a computer can keep up with a given Target Frame Rate, press the FPS Display key during game play to display the Frames Per Second Counter. If the counter's number is consistently lower than the Target Frame Rate on a variety of computers, consider reducing the Target Frame Rate and adopting animation sequences to the revised rate.)

Use Alternative Weapon Selection System

Determines whether the alternative weapon selection system is used. In this system pressing the Next Weapon key fires weapon 2 (an "Alternate Attack"), while the normal Attack key fires the player's most powerful weapon. This is similar to the weapon selection scheme used in Metal slug, in which the grenade serves as the Alternate Attack.

General Randomness

The overall randomness of physical interactions between objects. A higher General Randomness results in more realistic, less predictable events. For example if the General Randomness is set to 0.06, a projectile bouncing off a wall will rebound at a speed as much as 6% greater than or less than that which would be expected based on the game's physics. General Randomness also affects the speed and direction of precipitation.

Number of Lives Player Starts With

The number of lives the player has when the game begins

Points Needed to Earn an Extra Life

Determines how many points the player must earn in order to gain an extra life. If this value is set to 0, the player will never gain extra lives as a result of having earned any number of points.

Player Earns More Points By Stomping On Characters Repeatedly

Determines whether the player can earn more points by stomping on characters repeatedly. If this box is checked, the number of points awarded to the player will double with each enemy he kills by stomping on them.

Brightness When Paused

A number between 0 and 1000 that determines the screen's brightness when the game is paused.

Music Fade Length

Determines how much time it takes for the game's music to fade in and out during transitional periods, as measured in ticks. There are 30 ticks per second.

Pause Music Volume

The volume of the game's background music when the game is paused; ranges from 0 to 100

Allow Display of the Frames Per Second Counter

Determines whether the player will be allowed to show and hide the Frames Per Second counter by pressing the FPS Display key, as selected in the game's Preferences window

Gamma Fade Length

Determines the number of ticks it takes the screen to fade when transitioning between the main menu and game levels. This value must be between 0 and 30. There are 30 ticks per second..

Delay Before Demonstration Level Appears

Determines the delay between the point at which the game data finishes loading and a demonstration level appears, as measured in ticks. The demonstration level is selected at random from among the levels whose Is A Demonstration Level checkbox is checked in the Level Parameters Window. If this value is set to 0, there will be no demonstration level. There are 30 ticks per second.

Maximum Number of Shell Casings

The maximum number of shell casings that can remain resting on the ground at any given time

Display Progress Bar As Game Starts Up

Determines whether a progress bar should be displayed as the game starts up

Progress Bar Width

The width of the progress bar that appears as the game starts up

Progress Bar Height

The height of the progress bar that appears as the game starts up

Allow Level Skipping

Determines whether the player will be allowed to skip to the level of his choice by pressing the secret key combination

Allow Saved Games

Determines whether the player will be allowed to save and resume games. If this box is unchecked, the Continue Saved Game button in the Main Menu will not function.

Horizontal Scrolling Tightness

Determines the elasticity of horizontal screen scrolling. Larger values greater result in tighter, less elastic scrolling.

Vertical Scrolling Tightness

Determines the elasticity of vertical screen scrolling. Larger values greater result in tighter, less elastic scrolling.

Scroll Limitation While Jumping Multiplier

If the player is jumping up or down, the amount of vertical scrolling allowed is reduced to this portion of the standard vertical scrolling. (This helps to prevent the screen from needlessly scrolling up when the player jumps up, only to scroll back down again as soon as he lands.)

Scroll Limitation While Jumping Override

If the player moves within this portion of the screen's height from the top edge of the screen, it will scroll to compensate, overriding the Scroll Limitation While Jumping Multiplier property. This value should be between 0 and 1. Larger values ensure that the player remains on the screen when jumping, but it will also eliminate the stabilizing effect of the Scroll Limitation While Jumping Multiplier property.

Maximum Scrolling Abruptness

Determines the maximum amount of scrolling acceleration allowed between one frame and the next. Larger values force the player to remain centered on the screen, which generally improves game play but results in less elastic, more rigid scrolling. This value must be an integer of 1 or greater.

Player Distance From Center Vertical

Determines the center of the camera with respect to the vertical position of the player. For example 0.30 means that the player's feet will appear 30% below the center of the screen.

Automatically Change Default Screen Setting With Respect to Display Size

Determines whether the game's default screen setting may change depending upon the size of the user's display. If this box is changed, the largest screen setting that does not exceed the dimensions of the display becomes the default screen setting.

Display Screen Size Control in Preferences Window

Determines whether the Screen Size control is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Parallax Scrolling Checkbox in Preferences Window

Determines whether the Parallax Scrolling Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Particle Effects Slider in Preferences Window

Determines whether the Particle Effects Slider is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Realistic Particle Dissipation Checkbox in Preferences Window

Determines whether the Realistic Particle Dissipation Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Switch Weapons Automatically Checkbox in Preferences Window

Determines whether the Switch Weapons Automatically Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Allow Moving While Aiming Diagonally Checkbox in Preferences Window

Determines whether the Allow Moving While Aiming Diagonally Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Play Music At Startup Checkbox in Preferences Window

Determines whether the Play Music at Startup Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Play In-Game Music Checkbox in Preferences Window

Determines whether the Play In-Game Music Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.

Display Play Sound Effects Checkbox in Preferences Window

Determines whether the Play Sound Effects Checkbox is visible in the Preferences Window. If this box is unchecked, the player will not be able to change the preference.