
- #R rivals of aether how to
- #R rivals of aether code
- #R rivals of aether free
- #R rivals of aether windows
#R rivals of aether free
If you are unsure about making a modification feel free to message our team and we'll be able to help.
#R rivals of aether code
You may edit any of the base code however you'd like, however we do recommend keeping out of the base files unless you know exactly what you're doing. Most of a level's custom code will be within user_events - user_event0, user_event1, user_event2, user_event3, user_event6 and user_event10. Windows and GUI Components have custom logic code as well as draw code that draws relative to the screen position.
#R rivals of aether windows
You can define custom windows at the top using GUI elements, and you can define custom game frame and draw frame logic inside the respective functions. So all static solid collision for each cell should be in the same article, as well as all background/foreground details on a certain layer.Ī Window is a collection of GUI elements per the Window API (user_event2). This is the major performance limiter - for performance reasons it is best to bundle as many details into the same article. Otherwise it behaves exactly as stage articles do. It is managed by the Action Manager in article3.Īn Article is exactly as it sounds - it's a stage article object! AM forces similar structures on all articles and has specific formats for spawning them into rooms properly. The 0 index scene is considered the global scene, everything in the global scene will run no matter the scene index inside the room. It dictates which set of actions are active when in a room, and it persists between rooms. Custom actions can be implemented in the Action Manager.Ī Scene is like a world state. You can detail actions for the room, scene, and action index in user_event0. It is managed by the Action Manager (article3). There are actions that do something and immediately exit, there are some that function like if statements that only exit on certain conditions, and some that track and persist until their subprocess is complete (window spawns). You can detail custom articles for the room in user_event1.Īn Action is an event that happens of a given type, with it's own variables and exit actions (actions which start once the action ends). The 0 index room is considered global, everything placed there will execute on every room. It is managed by the Room Manager (article5) and should only be interacted with on the outside via the given actions/functions to ensure everything gets set up right between room transitions. RoAAM has five major systems that interact heavily to facilitate creation of long-form levels: The Room, the Action, the Scene, the Article and the Window.Ī Room is a lot like a GameMaker room - it's a collection of articles/objects set to spawn and run while at a certain room index. Everything besides the base stage script the API interacts with is an article or array of some kind - this is to allow maximum flexibility with moderately low performance costs. Miscellaneous Tips & Publishing GuidelinesĪdventure Mode's data flow is set up as article-oriented.Lucid Dream Development Console & Cursor.
#R rivals of aether how to
Adventure Mode: Hallowflame, the example level released with the API, should serve as a good example of the detailed principles on how to organize and code each aspect to best avoid these issues. I highly suggest reading the optimization section as it can easily dip below 60 fps if not careful and/or the player's machine isn't capable. It is a heavy API built on top of a quirky engine, it has its fair share of performance issues if not set up optimally. It is organized by reference, so you can skip around to what you want to read up on using Ctrl-F. It has been written to be read in order, so if you are just starting out I recommend you read through this guide once. Rivals of Aether Adventure Mode is a fan-made API designed to extend RoA Workshop stages into fully-functional levels akin to SSB Melee's Adventure Mode and SSB Brawl's Subspace. Rivals of Aether Adventure Mode Documentation Introduction
