Slay the Spire

Slay the Spire

Slay the Spire Modding
Customize Slay the Spire with player created mods to add new characters, relics, game mechanics, and more. Create and upload your own mods to explore new ways to ascend the Spire!
eck 13 Jan, 2019 @ 11:37am
Can someone help me understand the mod making process?
So I looked at the github wiki, and downloaded intelliJ and java 1.8, but quickly realized I needed to know code. I got some Idea from looking at the sample code, but some of it was illegible.

I had a character I wanted to create, and the wiki talked about color for your character, as well as sprites and other assets 'found in the root folder'. I didn't understand whether I had to input a color (or rgb hex) for each color item, or leave them verbatim to be referenced somewhere else. I also didn't know if [default] assets were in the root folder or if I had to make an asset and reference the location of my personal asset.

I didn't look at the rest of the wiki (cardmaking, relicmaking), but I wanted a more in-depth wiki or tutorial for each word of code. Is it possible for someone to create a user-friendly interface (with spritemaking, like gamemaker and rpgmaker) to create modded content? also, will steam or the like be making an sdk for this game? and finally, can someone make a guide on the contentmaking process for each type of mod?
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jamesc70 13 Jan, 2019 @ 11:16pm 
I'm probably correct in saying "nope" for most of those. Defintely Steam will not be making a SDK for a developer. Not how it works.

You want a step by step way how to make a specific mod. Not going to happen unless you write it yourself, and if you start it, you will stop because the time involved and .... you'd simply want to make a mod instead of step-by-step telling others how to do it. How it works.

Interested in modding? Learn how to code. Most modding is scripting which is like paint by numbers... highly simplified access to game mechanics.

Do what others like I have done. Tried it, and then tried it again, and again, and again... I wrote a TC of a shooter by trial and error without looking anything up because there wasn't anything to look up (1999). Took almost 2 years.
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