102 lines
3.7 KiB
HTML
102 lines
3.7 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Graphics options</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Graphics options</h3>
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In this tab you can set a number of options that are related to the graphical
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appearance of your game. It is normally useful to check out the effects of these
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options because they can have a significant effect on the way the game looks.
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Remember though that different users have different machines. So better make sure
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that the settings also work on other peoples machines.
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<p>
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<b>Start in fullscreen mode</b><br>
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When checked the game runs in the full screen; otherwise it runs in a window.
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<p>
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<b>Scaling</b><br>
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Here you can indicate what happens when the window is larger than the room
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or when the game is run in full-screen mode. There are three choices. You can
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indicate a fixed scaling. The room is drawn scaled with the given amount in the
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center of the window or the center of the screen. 100 indicates no scaling.
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You typically use fixed scaling when your sprites and rooms are very small. The second
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option is scale the room such that it fills the window or screen but keep
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the aspect ratio (ratio between width and height) the same. The third
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option is to scale such that the window or screen is completely filled. This
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can lead to distortions in the image (in particular in windowed mode when
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the user can resize the window).
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<p>
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<b>Interpolate colors between pixels</b><br>
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When checked, colors of pixels in sprites, backgrounds, and tiles that are not
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aligned with pixels on the screen will be interpolated. This in particular is the
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case when they are scaled, rotated, or placed at non-integer positions. Interpolation
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makes movement smoother but can also give a blurred effect. (Also for tiles it can
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lead to cracks between them, if not carefully designed.)
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<p>
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<b>Color outside the room region</b><br>
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When the room does not completely fill the window or screen there is some area
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unused around it. Here you can specify the color of the area.
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<p>
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<b>Allow the player to resize the game window</b><br>
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When checked in windowed mode the user can change the size of the game window by
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dragging with the mouse at its corners.
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<p>
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<b>Let the game window always stay on top</b><br>
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When checked in windowed mode the game window always stays on top of other windows.
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<p>
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<b>Don't draw a border in windowed mode</b><br>
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When checked in windowed mode the game window will not have a border or a caption bar.
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<p>
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<b>Don't show the buttons in the window caption</b><br>
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When checked in windowed mode the window caption will not show the buttons to
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close the window or to minimize or maximize it.
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<p>
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<b>Display the cursor</b><br>
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Indicates whether you want the mouse pointer to be visible. Turning it off is
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normally faster and nicer.
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(You can easily make you own cursor object in <i>Game Maker</i>.)
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<p>
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<b>Freeze the game when the form loses focus</b><br>
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When checked, whenever the player brings some other form to the top (e.g.
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another application) the game freezes until the game window again gets the
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focus.
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<p>
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<b>Disable screensavers and power saving actions</b><br>
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When checked (default) screensavers or power saving actions (sleep, hibernate) will not
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activate while the game is running. This is important as these might destroy certain
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graphics aspects of the game (like surfaces).
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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fullscreen mode
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scaling
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window
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resizable window
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window border
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border window
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outside color
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displaying the cursor
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cursor display
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freezing
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--> |