Rivals of Aether

Rivals of Aether

Ultimate Steve (EARLY ALPHA)
MidyGamy  [developer] 8 Aug, 2024 @ 9:05am
Compat for Devs: Stages Ressources Assets
(P.S. it only works with Steve's assets right now, i'm still working on loading from the stage assets)

Note:
This category is purely visual, even if the tool used will be different, it will not be affected since it doesn't lose durability

All blocks and ressources assets can be loaded from the stage, as long as the asset as the same name as the one used by Steve (for sprites, put it in the articles folder)

For sprites you can use
  • "block_[ressource_tex].png" -the texture used for blocks
  • "block_[ressource_tex]_gauge.png" -the texture used for blocks gauge in the HUD
  • "block_[ressource_tex]_gauge_8.png" -same as before, exclusive to iron when it's quantity is 8 or less
  • "mat_[ressource_tex].png" -the texture used for the crafting HUD and collecting
  • "tool_[tool_res_tex]_X.png" -the texture used for tools in the HUD

for sounds, you can have multiple sounds for a same action, you'll just have to start with 1
  • "block_[ressource_sound]_place_X.ogg" -used for placing sounds
  • "block_[ressource_sound]_hit_X.ogg" -used for hitting sounds
  • "block_[ressource_sound]_break_X.ogg" -used for breaking sound

You can set the textures to load with this in the load.gml (if the asset doesn't exist of the name is set to "noone", it will load the default asset of the ressource category)
ultiSteve_assets_path = [ {dirt/no tool}, {wood}, {stone}, {iron}, {redstone}, {gold}, {diamond}, ]

Then replace the {ressource} with a string to get the wanted block (avayable: dirt, sand, ice, wool, netherrack, oak_wood, crimson_wood, warped_wood, stone, blackstone, iron)
You can also use this structure to a more complex personalisation:
{ mining_tool: "tool to use between shovel/axe/pickaxe", //only affect placed block ressource_spr: "[ressource_tex]", tools_spr: "[tool_res_tex]", sounds: "[ressource_sound]", }
you can also put noone to load the default asset


For example, for wood I'll have
{ mining_tool: "axe", ressource_spr: "oak", tools_spr: "wodden", sounds: "wood", }

Blocks placed with this data will be visually mined with an axe and will use those assets:
for sprites - block_oak.png - block_oak_gauge.png - block_oak_gauge_8.png //if you use it for the Iron material - mat_oak.png - tool_wooden_shovel.png - tool_wooden_sword.png - tool_wooden_axe.png - tool_wooden_pickaxe.png for sounds - block_wood_place_X.ogg (with X starting at 1, if there is 3 but not a 2, only the 1 will be loaded) - block_wood_hit_X.ogg - block_wood_break_X.ogg
Last edited by MidyGamy; 9 Aug, 2024 @ 2:15pm