Basic Stuff - Dsfan2/PsychEngineDS GitHub Wiki
A lot of smaller things have changed quite a bit, so this page will document a lot of the minor changes and additions for Psych Engine DS.
Title Intro
"gfDanceTitle.json" has been changed to "title.json".
Here's all the JSON variables that can be changed:
- alphabetScale (Changes the size of the big text letters you see throughout the game)
- titlex/titley (Determines the X & Y Positions of the logo)
- startx/starty (Determines the X & Y Positions of the "Press Enter" text)
- gfx/gfy (Determines the X & Y Positions of the Girlfriend sprite)
- backgroundSprite (Determines a custom sprite to be used for the background)
- scrollingBG (Makes the backgroundSprite into a FlxBackdrop, making it a tile background)
- bgScrollX/bgScrollY (Determines the horizontal & vertical velocities of the scrolling background)
- bpm (Determines the BPM and pace of the Title Text. Obviously.)
- midLine1/midLine2/midLine3 (Determines the text that appears partway through the Title intro. {e.g. "Not Associated", "With", "Newgrounds"})
- endLine1/endLine2/endLine3 (Determines the last 3 lines of text that appear at the end of the Title Intro. {e.g. "Friday", "Night", "Funkin'"})
Story Menu
All values that can change the Story Menu can be found in "assets/images/storytxt.json".
Here's all the JSON variables that can be changed:
- trackX/trackY (Determines the X & Y Positions of the Track List text)
- trackFont (Determines the font of the Track List text)
- trackColor (Determines the color of the Track List text)
- trackSize (Determines the size of the Track List text)
- trackOutline (Enables or disables outlines on the Track List text)
- trackOutSize (Determines the size of the outlines for the Track List text)
- trackOutColor (Determines the color of the outlines for the Track List text)
- scoreX/scoreY (Determines the X & Y Positions of the Track List text)
- scoreFont (Determines the font of the High Score text)
- scoreColor (Determines the color of the High Score text)
- scoreSize (Determines the size of the High Score text)
- scoreOutline (Enables or disables outlines on the High Score text)
- scoreOutSize (Determines the size of the outlines for the High Score Text text)
- scoreOutColor (Determines the color of the outlines for the High Score Text text)
- titleX/titleY (Determines the X & Y Positions of the Week Title text)
- titleFont (Determines the font of the Week Title text)
- titleColor (Determines the color of the Week Title text)
- titleSize (Determines the size of the Week Title text)
- titleOutline (Enables or disables outlines on the Week Title text)
- titleOutSize (Determines the size of the outlines for the Week Title Text text)
- titleOutColor (Determines the color of the outlines for the Week Title Text text)
Menu Characters
The menu characters system remains virtually the same, except for one key thing, which has to do with the other player characters.
There are two new menu characters ("player" & "speakers"), these are used in the main weeks and they're meant to swap out the BF & GF menu sprites when playing as the other player characters.
Freeplay Editor
The Freeplay part has changed up significantly. Instead of a bunch of health icons and changing the color of the background for each song, there's different album covers that change depending on the song that's selected. Custom album covers must be 700x700 and be in the directory path "images/albums/".
Character Editor
There are two new values for Character JSONs, "player2" & "player3". "player2" should be the character file name for the character the current character will swap to when playing as player character 2. "player3" should be the character file name for the character the current character will swap to when playing as player character 3.
A small note about Health Icons
The Health Icons files function basically the same as Base Psych Engine, except now, the mod forces a third frame that functions as a winning icon.
Team DS Intro
One new addition to this version is a custom made Team DS Intro whenever you start the mod up. If for whatever reason you wish to disable the Team DS Intro, simply create a text file called "skipdsintro.txt" and put it in the "data/" folder, either in the game's main directory, or your mod's directory in the Mods folder.
Swappable Player Characters
There's a file called "playerChars.txt" in the "data/" directory. It contains a list of the three playable characters you can choose from. You can edit these if you want to. However, you can only have a maximum of 3 characters. If there's only one character listed in the file, or none at all, the game will default to Player Character 1.
You can change the characters that appear the player select menu as well. Go to "assets/images/player-select/" and you can use any of the Player Character spritesheets & .xml files as a reference. All animation frames MUST have a width of 610, and a height of 860. The XML file must have two animation names on it, "Idle Anim" & "Hey Anim". Your files MUST be named either "PlayerChar_1", "PlayerChar_2", or "PlayerChar_3" depending on what player character you're changing. (NOTE: if you're only editing the second or third player characters, you must change a couple of values in the character file "bf.json" in order for your characters to appear. Refer back to the paragraph about the Character Editor for more information.)
Voices for Each Character
There are two new vocal files that are included for each of the songs in the "songs/" folder. These vocal files are used when a different player character is selected. These files are called "VoicesP2.ogg" for Player Character 2, and "VoicesP3.ogg" for Player Character 3.
Additional assets used for "Philly Glow" event
The Dadbattle Spotlight & Philly Glow events are now compatible in all stages! This part will mainly focus on how to make your stage compatible for Philly Glow. The Philly Glow event was rewritten significantly so it could work in other stages. First you'll need to make sure your custom stage has a proper foreground sprite. The a folder in the "images/" folder called "glowFGs/". Make a copy of your foreground image file and put it in there. Then, name your file the same name as your custom stage. (If you don't have a proper foreground for your stage, the game will default to a blank background instead.) (If your custom Glow FG isn't properly fitting, refer to the PlayState Lua page for troubleshooting)
Making custom bottom screens
Psych Engine DS has an option called "DS Filter" that seperates the game camera and the hud camera into two parts, as if the game were on a Nintendo DS. Each stage has a unique background for the hud camera screen. To create one for your stage make a new image (DIMENSIONS MUST BE 1280x720!), and save it into a folder in the "images/" folder called "bottomScreens/". You'll have to name your bottom screen image the same name as your custom stage. (I know their called bottom screens despite the fact that the hud camera is the bottom screen when downscroll is on.)
Making custom Results Screen Characters
Psych Engine DS has a restults screen feature that shows up after you clear a song in Freeplay. There's even a way to add custom characters to it. First, locate the "results/" folder in the "images/" folder. It doesn't matter what you name the file, as long as your spritesheet and xml include these five specific animation names:
- Pending
- S Rank
- C-A Rank
- H-D Rank
- U SUK Rank Each frame of animation MUST be 600x800 in order for the sprites to properly function on the results screen.
Song Blurb Stuff
For every song folder in the "data/" folder there should be a text file called "Composer.txt". This is meant for the name, or names, of the composer, or composers, of the current song, which is used as prt of the new Song Blurb that appears after the song is loaded but before the song begins, and during the countdown.