![]() This way, when changes are made to Fallback on later releases, they apply to all themes unless otherwise overridden. But the key to theming is understanding how the code works.įallback is not meant to be a user-facing theme, but base metrics and scripts used by all themes all StepMania 5.x themes are ultimately children of Fallback. The Default theme is still useful it is, by virtue, one of the most complete themes, so you can lift assets and code from it to work from (don't forget, StepMania is open source). Feel free to poke around at it, but this tutorial isn’t about just making a graphical re-skin of the default like every first-time themer did in the 3.9 era. The first step is not to just copy and paste fallback or Default and modify it. On Windows, another useful program to have around is AstroGrep, since it is good for doing full-text searches of files. Atom, Notepad++, Sublime Text, and Visual Studio Code are good options, but if you hate yourself feel free to use Notepad though.). on Windows, something that is not Notepad. To create a theme, it is recommended that you have graphics programs (programs such as Adobe Illustrator, Affinity Designer, Inkscape, and Fireworks are a great tool for design work, and bitmap editors such as GIMP,, or Photoshop may also be useful) and a coding-focused text editor with syntax highlighting (i.e. If you need to see some examples of certain actors in action, check out Docs/Themerdocs/Examples/Example_Actors. Custom commands can also be defined and invoked using the playcommand and queuecommand commands, while StepMania can produce “messages” that actors may also react to (using MESSAGEMAN:Broadcast(message) and messageMessageCommand, replacing message with your message name). These can include metric commands (notice the different syntax) as well as embedded Lua scripts, allowing for more complex conditionals and dynamic content. In this form, the actors appended with t are essentially building an “array” into the variable t (you can replace t with anything else) that is returned all at once at the end of the file.Īctors are given a duty through commands the most common commands used on an actor are InitCommand (which occurs when the actor is initalized), the OnCommand (which is executed right after it is initialized, typically when a screen is entered), and the OffCommand (which is executed when a screen is exited).Ī command can consist of either a comma and semicolon-separated list of metric commands (as seen in the Init on the example), or as a Lua function performing actions on the actor. But that actor can be an ActorFrame, which is a nested array of multiple actors. Self: linear( 0.4): addx( 100): diffusealpha( 1)Īs mentioned, a single. ![]() InitCommand = cmd(diffusealpha, 0 x,SCREEN_CENTER_X y,SCREEN_CENTER_Y), ![]() The most basic form of script used to load a single actor is this For a more complete explanation, we’ll refer you to quietly-turnings’s very helpful primer on the concept. Everything rendered in StepMania is an actor, whether it’s a simple sprite or even an entire script of its own. Actors Back to topĪ basic concept when working with Lua scripts in StepMania themes and BGAnimations is the actor model. Now that you’re familiar with lua, you’ll need to learn how to use it in SM5. If you’re already familiar with coding or just want a shorter tutorial ’s Crash Course to Lua is pretty nice. lua.org has a pretty extensive and all-encompassing tutorial. Basic Lua Conceptsīefore you begin theming, if you’re unfamiliar with Lua, you’ll likely need to learn how it works. It’s a little trickier to figure out at first, but you can get used to it easily. On StepMania 5.x, the Lua API enables more dynamic and customizable experiences within the game. ini/XML files in the 3.0 and 3.9 days, has now become a scripting-capable environment with support for Lua. ini file of metrics and a collection of graphics and. Requiring users to edit the theme or some obscure config file is poor design because it's error prone and obscure.One of the most frequent criticisms of StepMania 5 is its theme system. If It's not obvious from the above, I wrote AribitrarySpeedMods because a huge list is a terrible way to provide a wide range of precise numerical choices. If you want to change it to use the interact option row, look for this section:Ĭhange "list,Speed", to "lua,ArbitrarySpeedMods()" If you don't want the interactive option row, look for this in the metrics:
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