mirror of
https://github.com/System-End/Rooms-We-Share.git
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126 lines
5.7 KiB
Text
Executable file
126 lines
5.7 KiB
Text
Executable file
# Remove the pound sign and leading space for the properties below before publishing your game.
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devid=EndofTimee
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devtitle=End N
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gameid=rooms-we-share
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gametitle=Rooms We Share
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version=0.01
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icon=metadata/icon.png
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# === Flags available at all licensing tiers ===
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# === Orientation Portrait/Landscape ===
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# The orientation can be set to either ~landscape~ (1280x720), ~portrait~ (720x1280), ~landscape,portrait~, or ~portrait,landscape~. The default is ~landscape~.
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# If ~landscape,portrait~ or ~portrait,landscape~, then the first value is used as the starting orientation for your game.
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# orientation=landscape
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# === Sprite Rendering scale quality ===
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# Defines the render scale quality for sprites. scale_quality=0 (default) is nearest neighbor, scale_quality=1 is linear, scale_quality=2 is antialiased.
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# - 0: nearest neighbor, pixel perfect scaling (use this if your game uses pixel-art)
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# - 1: linear, less blocky visuals
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# - 2: anisotropic/best, higher computational overhead than linear, but provides the best visual quality
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# scale_quality=0
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# === Directories to Ignore during packaging ===
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# A comma delimited list of directories that should be ignored during the
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# publishing process (ONLY TOP LEVEL DIRECTORIES ARE TESTED UNLESS ignore_directories_recursively=true).
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# For example, if your game supports saves, you'd want to ignore
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# that directory (example format: ignore_directories=tmp,saves,dev,assets).
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# ignore_directories=saves
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# If you want the ignore_directories list to be applied to child directories, set ignore_directories_recursively=true.
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# IMPORTANT: Any directory that matches the ignore list will be ignored (REGARDLESS OF HIERARCHY).
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# Be very careful in enabling this behavior as it can cause a child directory
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# to be ignored that you didn't intend to (especially if your ignore_directories list has
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# common/generic directory names).
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# For example:
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# ignore_directories value: saves
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# Directory structure:
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# - mygame
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# - saves <---- This directory will be ignored
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# - libs
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# - saves <---- This directory will be ignored
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# ignore_directories_recursively=false
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# === Flags available in DragonRuby Game Toolkit Pro ====
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# Uncomment the entry below to bytecode compile your Ruby code
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# compile_ruby=false
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# Uncomment the entry below to specify the package name for your APK
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# packageid=org.dev.gamename
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# === Orientation Override for Mobile ==
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# You can override the orientation of your game for mobile devices. If this value isn't provided, it which will use
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# the value from ~orientation=~. Valid values for the override are portrait, or landscape
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# orientation_android=inherit
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# orientation_ios=inherit
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# === HD Mode ===
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# HD Mode: when enabled, will give you 720p, 1080p, 1440p, 4k, and 5k rendering options
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# Check out the following YouTube Video for a demo of DragonRuby's HD Capabilities
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# https://youtu.be/Rnc6z84zaa4
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# hd=false
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# === High DPI ===
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# Setting this property to true will enable High DPI rendering (try in combination with scale_quality to see what looks best)
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# highdpi=false
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# === Texture Atlases ===
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# See sample app for texture atlas usage: =./samples/07_advanced_rendering_hd/02_texture_atlases=
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# DragonRuby will recursively search the following directory for texture atlases.
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# sprites_directory=sprites
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# === All Screen Mode ===
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# To render edge to edge on the device, set hd_letterbox=false
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# NOTE: remove your game's letter box will mean more work for you since you have to
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# think about what you want to render outside of the games main 1280x720 logical
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# area.
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# hd_letterbox=true
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# === Scaling options for All Screen Mode ===
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# You can specify the maximum scale for your game. hd_max_scale's default value is 0 which
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# means "stretch to fit" (while retaining a 16:9 aspect ratio). This scaling method is not
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# pixel perfect, but is a reasonable default for most games.
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# hd_max_scale=0
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# hd_max_scale values other than 0 *will* be pixel perfect. Resolutions higher than your max scale
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# will give more area outside of your safe area that can be rendered to (if hd_letterbox=false)
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# or give you a bigger letterbox (if hd_letterbox=true).
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# Example:
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# - Assuming that the hd_max_scale=1 (which means a game max scale of 1280x720) and hd_letterbox=false...
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# - If the screen size is 2560x1440...
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# - The safe area of the game will be rendered at 1280x720 centered vertically and horizontally within 2560x1440.
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# - The horizontal centering of the game will mean that you have 640 pixels to the left and 640 pixels to the right of the game's safe area to render to.
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# - The vertical centering of the game will mean that you have 360 pixels above and 360 below the game's safe area to render to.
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#
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# Take a look at the following sample apps to see how updating hd_max_scale and hd_letterbox affects your game:
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# - ./samples/07_advanced_rendering_hd/03_allscreen_properties
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# - ./samples/99_genre_platformer/clepto_frog
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# - ./samples/99_genre_platformer/the_little_probe
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# Available hd_max_scale values (other than hd_max_scale=0 which is described above)
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# 720p: Scales up to 1280x720
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# hd_max_scale=100
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# HD+: scales up to 1600x900
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# hd_max_scale=125
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# 1080p/Full HD: scales up to 1920x1080
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# hd_max_scale=150
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# Full HD+: scales up to 2240x1260
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# hd_max_scale=175
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# 1440p: scales up to 2560x1440
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# hd_max_scale=200
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# 1800p: scales up to 3200x1800
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# hd_max_scale=250
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# 4k: scales up to 3840x2160
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# hd_max_scale=300
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# 5k: scales up to 6400x2880
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# NOTE: If you want a pixel perfect game for all resolutions. You'll want to use hd_max_scale=400.
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# If you don't want to worry about rendering game artifacts outside of the pixel perfect area,
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# keep hd_letterbox=true.
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# hd_max_scale=400
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