Helping Hand Extra Features - EverestAPI/ModResources GitHub Wiki
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This page lists all features from Maddie'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
-
FPS
is the animation speed in frames per second -
Frames
is the frame order, you can remove that line if you just want to set the animation speed. It follows the same format as theframes
attribute 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:
- Depending on whether the styleground is set to be in the background or in the foreground, it will render behind or in front of 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 / in front of 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.
A fusion of the above: add all your frames in Graphics/Atlases/Gameplay/bgs/MaxHelpingHand/animatedHdParallax/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.
You can customize FPS and frame order with a meta.yaml
file like for animated parallax stylegrounds, and you need to take the quirks of HD parallax stylegrounds into account as well.
This allows you to reskin the strawberry on chapter cards or in the pause menu.
If your map is in Maps/yourmapfoldername/mapfilename.bin
, put the strawberry image to use in Graphics/Atlases/Gui/MaxHelpingHand/yourmapfoldername/mapfilename_strawberry.png
. To reskin the golden berry icon, do the same, but name the file mapfilename_goldberry.png
instead. To apply the reskin to the entire yourmapfoldername
campaign, you can put the icons in Graphics/Atlases/Gui/MaxHelpingHand/yourmapfoldername/strawberry.png
and goldberry.png
.
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! 🔗
You can place an entity called "Comment" on your map in order to take notes. You can either see the comment you made by right-clicking it, or have it directly displayed on the map.
This entity will have no effect in-game, and when distributing your map, you don't need to list Maddie's Helping Hand as a dependency, unless you use other things from the helper as well: if the player does not have it, they will only get warnings in their logs.
If you have Maddie's Helping Hand installed, you can change the line above the chapter name in the chapter panel, that usually shows the chapter number. To do this, if your map is in Maps/foldername/mapname.bin
, add a dialog key to your English.txt
named maddiehelpinghand_chapternumber_foldername_mapname
. For example, for a map located at Maps/max480/18-switchybois2.bin
, adding this line to English.txt
:
maddiehelpinghand_chapternumber_max480_18_switchybois2= Switchy Switchy Chapter
gives this result:
Helping Hand adds support for having different endscreen images for each side of the same map, with a CompleteScreensBySide
entry in the map's meta.yaml
:
CompleteScreen:
Title:
ASide: "AREACOMPLETE_NORMAL"
BSide: "AREACOMPLETE_BSIDE"
CSide: "AREACOMPLETE_CSIDE"
FullClear: "AREACOMPLETE_NORMAL_FULLCLEAR"
MusicBySide:
- event:/music/menu/complete_area
- event:/music/menu/complete_bside
- event:/music/menu/complete_cside
CompleteScreensBySide:
Normal:
Atlas: "Endscreens/yourname/campaignname"
Layers:
- Type: "layer"
Images: [ "00_aside" ]
BSide:
Atlas: "Endscreens/yourname/campaignname"
Layers:
- Type: "layer"
Images: [ "00_bside" ]
CSide:
Atlas: "Endscreens/yourname/campaignname"
Layers:
- Type: "layer"
Images: [ "00_cside" ]
As shown here, the Title
and MusicBySide
properties should stay in the CompleteScreen
entry. Everest already provides a way to make them different for each side.
The rest of the properties (Atlas
, Start
, Center
, Offset
and Layers
) should be put in a CompleteScreensBySide
entry, and can be set to different values for each side in order to define different endscreens. If one of the sides is omitted, the game will use the properties defined in CompleteScreen
instead.