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Helping Hand Extra Features
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This page lists all features from max480's Helping Hand that are not entities, triggers or effects.
This allows you to have an animation you can use as any other parallax styleground.
In order to make an animated parallax:
- add all your frames in
Graphics/Atlases/Gameplay/bgs/MaxHelpingHand/animatedParallax/YourModName/bgName00.png,bgName01.png, etc... - then, set up one of the frames as a parallax styleground in Ahorn / Lönn as you would for a regular parallax.
By default, the animation speed will be 12 frames per second (FPS), same as for decals, and the frames will play in order. If you want to customize either of those (including having frames that last longer than others), you can create a bgName.meta.yaml file next to bgName00.png, bgName01.png, etc:
FPS: 2
Frames: 0-5,6*4,9,8,7-
FPSis the animation speed in frames per second -
Framesis the frame order, you can remove that line if you just want to set the animation speed. It follows the same format as theframesattribute inSprites.xml:- put the frame numbers separated by commas, like
4,2,8 - instead of writing
3,3,3,3,3, you can write3*5 - instead of writing
4,5,6,7,8, you can write4-8
- put the frame numbers separated by commas, like
This means the example file plays frames in this order, at 2 frames per second: 0, 1, 2, 3, 4, 5, 6, 6, 6, 6, 9, 8, 7.
Those steps also work with Sine Parallax Stylegrounds from Flaglines And Such, if you want your animated stylegrounds to oscillate as well.
This allows you to have a parallax styleground that renders in high resolution (1920x1080) instead of in-game resolution (320x180).
In order to make a parallax render in high definition, you just have to place it in Graphics/Atlases/Gameplay/bgs/MaxHelpingHand/hdParallax/YourModName/bgName.png, and to add it to your map like you would add any other parallax styleground.
There are some quirks to take into account though:
- only background HD stylegrounds are supported (for now), checking the "foreground" checkbox will make it disappear.
- HD stylegrounds will render behind everything else, including other stylegrounds. (This is because the entire gameplay is on a 320x180 "layer", so inserting a HD styleground in there would require changing how level rendering works, as opposed to just rendering a styleground behind gameplay.)
- you might need to multiply X/Y and Scroll X / Scroll Y values by 6 compared to what you usually type, since 1920x1080 is 6 times 320x180.
This allows you to reskin the strawberry on chapter cards or in the pause menu.
If your map is in Maps/yourmapfoldername/map.bin, put the strawberry image to use in Graphics/Atlases/Gui/MaxHelpingHand/yourmapfoldername/strawberry.png. To reskin the golden berry icon, do the same, but name the file goldberry.png instead. (You can reskin the strawberry in the level itself by using Sprites.xml, check the wiki for that.)
The wipe is the animation that is played to fade the screen out, most frequently when Madeline dies.
If you have a series of 1920x1080 PNG files in black and white (or black and transparent), you can turn it into a custom wipe. Visit this website for instructions!
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Brokemia Helper Entities
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Brokemia Helper Extra Features
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Helping Hand Customisable Stylegrounds
Helping Hand Extra Features