Game Configuration Pack References

Game Configuration package is a main foundation for all games which will work with PGE. A Configuration pack includes item definitions, gameplay settings, game content, and other miscellaneous information.

Structure
All configuration packs must use this tree structure:

Note: italic folders can be customized by main.ini config

/
 * /data - content data container
 * /graphics - graphics resources
 * /characters - playable characters sprites
 * /common - common engine graphics (for example, logos, titles, design elements, etc.)
 * /level - graphics which uses in levels
 * /worldmap - graphics which uses in world maps
 * /music - music container
 * /sound - music container
 * /tilesets
 * /group_tilesets
 * main.ini - main configuration pack description and settings
 * engine.ini - main settings of game engine application.
 * music.ini - configuration and list of musics
 * sounds.ini - configuration and list of sounds
 * sound_roles.ini - association of buit-in sound roles with sound-ID's from sounds.ini
 * rotation_table.ini - transformation rules which applies to items when rotating or flipping action was applied to them
 * lvl_bgo.ini - definition of background objects for levels
 * lvl_bkgrd.ini - definition of backgrounds for levels
 * lvl_blocks.ini - definition of blocks for levels
 * lvl_effects.ini - definition of effects for levels
 * lvl_npc.ini - definition of non-playable characters for levels
 * wld_tiles.ini - definition of tiles for world map
 * wld_scenery.ini - definition of sceneries for levels
 * wld_paths.ini - definition of paths for levels
 * wld_levels.ini - definition of level points for levels

main.ini
The main settings of configuration pack

Is a basic settings of this configuration pack

Some settings of the editing process and graphics setup

List of available playable characters in game

Global editor GUI settings

Define of one of splash animation with number from 1 to total number of animations

engine.ini
The main settings of game engine

[common]

[world-map]

[loading-scene]

[loading-image-*] (where * - value from 1 to "additional-images" value)

music.ini
Defining list of available music

sounds.ini
Definition of available sound effects

sound_roles.ini
Associates hardcoded sound events with sounds from sounds.ini file

rotation_table.ini
Definition of rotate transformation rules which will transform items when called "rotate" or "flip" action. Can be customized by level/episode.

lvl_bgo.ini
Definition of background objects for levels

Note: in the split mode or in the custom level/episode background-*.ini config file, section name is always background.

lvl_bkgrd.ini
Definition of background for levels

Note: in the split mode or in the custom level/episode background2-*.ini config file, section name is always background2.

lvl_blocks.ini
Definition of blocks for levels

Note: in the split mode or in the custom level/episode block-*.ini config file, section name is always block.

lvl_characters.ini
&lt;Reserved&gt;

lvl_effects.ini
Definition of graphical effects for levels

Note: This configuration reference has not been completely finished and is subject to be changed at any time

lvl_npc.ini
Definition of Non-playable characters for levels

Header with common settings

Note: in the split mode or in the custom level/episode npc-*.ini config file, section name is always npc.

wld_tiles.ini
Definition of a terrain tiles for a world maps

Note: in the split mode or in the custom level/episode tile-*.ini config file, section name is always tile.

wld_scenery.ini
Definition of sceneries for world maps

Note: in the split mode or in the custom level/episode scene-*.ini config file, section name is always scenery.

wld_paths.ini
Definition of paths for world maps

Note: in the split mode or in the custom level/episode path-*.ini config file, section name is always path.

wld_levels.ini
Definition of level points for world maps

Note: in the split mode or in the custom level/episode level-*.ini config file, section name is always level.

(Be careful! Unlike other items, level items iteration begins from 0!)