Scene property editor

Open Game Maker 2D, Version 1.0.1

You may open a scene in the IDE by double clicking its name in the resource list.

Once a scene is loaded into the IDE's designer, you may open the property dialog by double clicking its background.
The other way to open the property dialog of a scene is:
1. Select a scene in the resource list.
2. Click the "Edit" button on the resource list's toolbar.


And then you will get a dialog like this:


Let's see the details about the fields in the dialog.

1. Scene Name
Name of the scene.

2. Background Music
Background music of the scene. The game engine will play the music automatically once the scene is activated.

3. Background Color
Background color of the scene. If the scene has no game map inside, then it will fill the background color to the screen before draw any sprite.

4. Chapter Name
Chapter name of the scene. If two scenes have different chapter names (not empty),
when the player jumped from one to the other, the game engine would try to remove the first scene.

5. Tag Name
Tag name of the scene.

6. First Sprite
Force to set the first sprite of scene. (First sprite always will be updated first in the scene.)

7. Last Sprite (Proxy Sprite)
Force to set the last sprite of scene. (Last sprite always will be updated last in the scene.)
The "Last Sprite" also is the "Proxy Sprite" of the scene.
The "Proxy Sprite" (or the "Last Sprite") is a sprite (normally it should be a plot sprite)  whose events will hook the scene's events.
The map of the hooked events is like this (not including the same events both the scene and sprite will have):

ID Event of the scene Event of the proxy sprite (last sprite)
1 OnKeyDown OnPathStep
2 OnKeyUp OnPathFin
3 OnOpen OnGetFocus
4 OnClose OnLoseFocus
5 OnAcceptClient OnCollide

8. Fade Action
Here you can select the fade-in/fade-out effect for the scene.

9. Light Setting
Here you can select a light map for the scene.
If you also open "Enable sprite light effect" option, then the game engine will perform the dynamic lighting effect in the scene.