Game Settings

Game

Starting Map – sets the Map the main character will spawn on when the game is started.

Starting Location – sets the X/Y/Z coordinates the player character will spawn at when the game is started.

Main Menu Settings – launches the Startup Menu Settings window.

RPG – Setup (Part 1/5)

In this first tutorial, we’ll start by creating our first Map, drawing a bedroom, as well as adding some NPCs and setting up Automatic Movement and Actor Routes for them to follow.


Starting Out in 001

A quick guide, giving you an intro into the basics of using 001 Game Creator and how certain options are used.


Game Icon(s)

Game Icon – sets the image file that will be used as the icon for the game’s executable file.

  • Multiple Icons – additional icons can be added within a game project by selecting a pre-defined size from the drop down menu and clicking on the “Add” button. Alternatively you can select the “Custom” option to import any sized icon(s) you desire.

Branding (Appreciated!)

Display standard main menu – when ticked, this will enable the Startup Menu that appears before the game begins.

Display engine footer on main menu – when ticked, this will enable the game web page that displays to the left of the Startup Menu.

Display launch logo – when ticked, this will enable the launch logo that fades in during the initial loading of the game.


Build

Steam App ID – sets the Steam App ID, which refers to your game/application on Steam. This is required for Steam (Windows) Build Game option.

Android Package – sets the Android Package Name for games built for Android devices. This must be in the format of com.company.game – with “game” being the name of your game and “com.company” being the name of your company/website. For example: com.mywebsite.mygame

Android Version Code – sets the Android Version Code for games built for Android devices. This is used in order to facilitate APK updates on the Google Play Store.

HTML5 Memory Size – sets the pre-allocated memory for HTML5 games. Reducing this value will improve game performance however larger games may require a higher value to function properly.


Audio/Video Settings

Video Resolution – sets the resolution the game will be displayed/minimum resolution that can be selected from the Startup Menu.

Default to fullscreen – when ticked, the game will start in full screen mode rather than a window.

Allow toggling of fullscreen mode – when ticked, this allows the player to change whether the game is displayed in full screen or windowed mode.

Default to main monitor resolution – when ticked, the game will automatically detect the user’s primary monitor resolution and select it.

Allow resolution change – when ticked, this allows the player to change the resolution of the game.

Default to voice enabled – when ticked, this activates the built-in Windows text-to-speech feature where all text in-game will be read aloud by the computer.

Freeze game when game loses focus – when ticked, this will pause the game when another window becomes active on the player’s computer.

Constrain mouse to window (without default cursor) – when ticked, this will prevent the mouse cursor from leaving the game window and clicking outside the game.

Handheld Orientation – sets the game’s default orientation for handheld devices.

Visual Settings – launches the Visual Settings window.

Game Recipe #4 – Make Game Fit the Game Window (Using Camera Zoom)

In this Game Recipe, we will be going over how to ensure your game is displayed correctly via the Camera Zoom Event.


RPG – Autosave (Bonus 2/2)

In the second part of this bonus tutorial we’ll be adding hidden objects/temporary blocking as well as implementing an auto-save feature and removing the black borders that appear around small Maps.


Performance

Processing Radius (px) – sets how much of a Map will be processed/loaded, based on a radius around the main character’s position. By default, this is 2048 pixels. If your computer is slow and you notice in-game slowdown, lowering this number might help. Learn more about optimising game performance here.

Minimum Ceiling (px) – sets the minimum depth a Map has. This ensures that a Map’s depth is always at a certain amount regardless of if the Map depth is less than the minimum ceiling.

Minimum Framerate (fps) – sets the minimum Frames Per Second that are displayed when your game is running. By default, this is 10 frames per second.

Maximum Framerate – sets the maximum Frames Per Second that are displayed when your game is running. By default, framerate is uncapped.

Fixed framerate / time stepping – when ticked, game timing will become more predictable, resulting in more consistent gameplay regardless of game performance by telling your game that the FPS is always at whatever you’ve set. If there’s a hiccup, it’ll run the game X number of times until it’s caught up. Please note: if your game already has performance issues, this setting may make it worse! When using this option the “Minimum Framerate” option should be set to nothing lower than 30.

Allow tile-sets to obstruct clicking actors – when ticked, this sets if a selectable Actor can be clicked on when partially or fully obstructed by a tile.

Enable per-pixel cursor clicking – when ticked, this allows the user to click within every pixel. This feature is useful for projects that require precision, such as games where the cursor is used to shoot.

Expand light for oversized graphics – when ticked, Sprites larger than 256 pixels will not be properly lit unless it’s closer to the Light source. This option will help improve performance for Maps that utilise a lot of lighting.

Minimalistic saved games – when ticked, the built-in save feature will only store the most essential data. Unticking this option will force the built-in save system to save everything instead. If you plan on updating your game with future updates/DLC it’s recommended that this option IS ticked. Minimalistic saved games store: Player and Party position, EXP/points/money, Items/Magic, number of times saved, length of time played, Variables, Switches, Collections and Tables.


Interfaces

Default Screen – sets which Interface will be used as the main camera view to display the game. The default camera view is “Full Screen”.

Default HUD – sets which Interface will be used as the default Heads Up Display (HUD), showing information such as the player’s health and which weapon they have equipped.

Loading Screen – sets which Interface will be displayed whenever the game is loading.

Message Box – sets which Interface will be used when a message box event is executed.

Shop – sets which Interface will be displayed when a shop event is executed.

Inn – sets which Interface will be displayed when an inn event is executed.

Save Game – sets which Interface will be used when the player is asked to save their progress.

Load Game – sets which Interface will be used when the player is asked to load an existing save file.

Interfaces

In this fourth tutorial, we’ll be adding new resources, creating a start menu and changing how the player’s health is represented on the HUD.


Input

Default Input – sets which Input Trigger will be active at the start of a game. The default Input Set is “Regular Game”.

Default Interface Input – sets which Input Trigger will be activated when an Interface is enabled. The default Input Set is “Menu”.

Default Vehicle Input – sets which Input Trigger will be activated when the player enters a vehicle.

Default Turret Input – sets which Input Trigger will be activated when the player is using a turret.


Advanced Game Settings – launches the Advanced Game Settings window.