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- 15:18, 3 February 2015 CharacterPortraits (hist) [435 bytes] Seminus (Talk | contribs) (Created page with "==Overview== To change the character portraits extract the basicMod.zip file that is provided with the game and you can find in the ./mods folder. Extract the basicMod.zip int...")
- 11:22, 5 November 2014 Character Pickup Tutorial (hist) [1,498 bytes] Seminus (Talk | contribs) (Created page with "==Overview== Characters can be placed in the level and be picked up by the player when finding them. So here is a short tutorial on how to setup an proper character pickup....")
- 11:07, 20 October 2014 Developer Codes (hist) [1,118 bytes] Seminus (Talk | contribs) (Created page with "== Overview== With this codes you can cheat in the game. This can help you massively testing your mod before release. '''Please Note: Using this codes while playing the main...")
- 15:05, 15 October 2014 Steam Workshop - publishing your mod (hist) [2,322 bytes] CoDi (Talk | contribs) (Created page with " == Steam Workshop == Publishing your mod to the Steam Workshop is done via the level editor. === Requirements === # Steam must be active before starting the level editor....")
- 11:45, 14 October 2014 How the modding system works (some technical details) (hist) [3,867 bytes] CoDi (Talk | contribs) (Created page with "==How the modding system works (some technical details)== ===Discovery=== The mod system is able to load mods from multiple locations: # As a directory structure in the mod...")
- 15:33, 8 October 2014 Modding Agreement (hist) [1,355 bytes] Seminus (Talk | contribs) (Created page with "==Eula and Rules for Halfway Modding V1.0== We want to keep this as simple as possible so here are the rules: ===What you can do:=== * You may distribute your mod (the zip fi...")
- 14:31, 8 October 2014 Eula for making a Halfway Mod (hist) [24 bytes] Seminus (Talk | contribs) (Created page with "==Eula and Rules for Halfway Modding V1.0== We want to keep this as simple as possible so here are the rules: ===What you can do:=== * You may distribute your mod (the zip fi...")
- 14:52, 6 October 2014 Setting up a new mod (hist) [4,026 bytes] Seminus (Talk | contribs) (Created page with "==Basic setup== Setting up a new mod is rather simple: Navigate to the folder where you have installed the game. In the game folder open the ./mods folder. In this folder...")
- 15:34, 22 September 2014 Music and Sound FX (hist) [1,255 bytes] Seminus (Talk | contribs) (Created page with "==Overview== A short overview of the audio part of the game. ===Sound format=== The file format for the sound fx should be .wav files. You have to copy them into one of the...")
- 13:34, 22 September 2014 Masks and Atlas building (hist) [687 bytes] Seminus (Talk | contribs) (Created page with "==Overview== All gfx files (objects and character/enemies etc) needs a mask and need to be added to an atlas to improve render performance. No worries, both is an automati...")
- 12:05, 22 September 2014 Enemies (hist) [203 bytes] Seminus (Talk | contribs) (Created page with "==Overview== See Characters for references. '''Note:''' Enemies are often a bit different and special cases. It makes sense to have a look at the enemies from the main...")
- 12:03, 22 September 2014 Characters (hist) [1,603 bytes] Seminus (Talk | contribs) (Created page with "==Overview== Characters and enemies are all having 8 directions they can look. But only 5 are actually made, the other 3 are mirrored over in the Animation Sets. But you...")
- 10:43, 22 September 2014 Tilesets (hist) [2,564 bytes] Seminus (Talk | contribs) (Created page with "==Overview== Tilesets are sheets that contain the basic levelblocks you need for making a level in Halfway. The you look like this: file:StandardTiles001.png They have...")
- 17:24, 19 September 2014 Special FX (hist) [1,465 bytes] Seminus (Talk | contribs) (Created page with "==OVerview==")
- 16:31, 19 September 2014 Enemy Unit Files (hist) [795 bytes] Seminus (Talk | contribs) (Created page with "==Overview== The enemy json file works exactly like the Character Unit Files but for your enemies. So go there to get you informations. ;) ==Example== { "class" : "Co...")
- 16:29, 19 September 2014 Character Unit Files (hist) [3,428 bytes] Seminus (Talk | contribs) (Created page with "==Overview== Awesome text goes here")
- 16:27, 19 September 2014 Weapons.json (hist) [4,889 bytes] Seminus (Talk | contribs) (Created page with "==Overview== ==Example:== { "itemList" : [ { "class" : "Weapon", "itemId" : "shortRange01MK01", "itemType" : "Weapon", "weaponSfxSet" : "shortR...")
- 16:19, 19 September 2014 Animation Sets (hist) [6,667 bytes] Seminus (Talk | contribs) (Created page with "==OVerview== In this set files you define how the animations are set up and if they are mirrored copies of another animation. '''Info:''' To save work time and memory only 5...")
- 15:59, 19 September 2014 Suits.json (hist) [1,646 bytes] Seminus (Talk | contribs) (Created page with "==Overview== Sutis are the armor for the player and the enemies. So if you want add a new suit you have to do it here. A suit can have the following effects: #Reduces the d...")
- 15:15, 19 September 2014 LevelPoints.json (hist) [2,781 bytes] Seminus (Talk | contribs) (Created page with "==Overview== In this json and the ProgressPacks.json are the ones that define the progress of the game and how the overview maps looks. ==Example Level Point== {...")
- 14:40, 19 September 2014 ProgressPacks.json (hist) [2,081 bytes] Seminus (Talk | contribs) (Created page with "==Overview==")
- 14:38, 19 September 2014 SkillDescriptions.json (hist) [98 bytes] Seminus (Talk | contribs) (Created page with "==Overview== In this json the skills descriptions are placed. This has localization reasons only.")
- 10:16, 19 September 2014 Items.json (hist) [8,406 bytes] Seminus (Talk | contribs) (Created page with "== Overview== === Item types === *Grenades *Usable Items **Medkit **Shieldrecharge **Temp Stimpack **Perma Stims ====Attributes==== =====Perma Stims===== *Health *Aming *A...")
- 17:11, 18 September 2014 Balancing.json (hist) [3,854 bytes] Seminus (Talk | contribs) (Created page with "==Overview== The balancing.json is manly used to set the overall balancing of skills and the game itself. Also it can be used to test out different balancing settings, without...")
- 15:49, 18 September 2014 Ai archetypes.json (hist) [5,245 bytes] Seminus (Talk | contribs) (Created page with "==Overview== The AI of Halfway can be split up in 6 different types: #Standard #Berserker #Tank #Turret #Sniper #Scout Each has its base behavior you can build upon. In this...")
- 15:36, 18 September 2014 AssetMetaData.json (hist) [99 bytes] Seminus (Talk | contribs) (Created page with "==Overview== This json is autogenerated by the MetaData Tool and should not be edited manually.")
- 15:26, 18 September 2014 AccuracyCurves.json (hist) [2,918 bytes] Seminus (Talk | contribs) (Created page with "== Overview== In the accuracy json, you can define curves for weapons on how good they hit over distance. There are always two curves: #The main curve when you use only 1AP...")
- 08:18, 18 September 2014 Gif Processor (hist) [3,394 bytes] Seminus (Talk | contribs) (Created page with "==Overview== This is a little standalone tool that allows you to make png animation stripes from gif animations. The good thing here is that you can have gifs with all animati...")
- 16:05, 17 September 2014 Assets Rules and Naming (hist) [714 bytes] Seminus (Talk | contribs) (Created page with "==Overview== ===Types of Grafics Assets=== Objects Tilesets Characters Enemies Special FX === Sound Fx and Music === Music and Sound FX")
- 16:04, 17 September 2014 How to change and add Items and other things (hist) [2,088 bytes] Seminus (Talk | contribs) (Created page with "== Overview == === List of Json files=== accuracyCurves.json ai_archetypes.json assetMetaData.json balancing.json items.json levelPoints.json...")
- 15:10, 17 September 2014 MetaData Tool (hist) [1,455 bytes] Seminus (Talk | contribs) (Created page with "== How it works == file:MetaDataTool.png == Known Issues ==")
- 15:05, 17 September 2014 Fog of War Edit Mode (hist) [1,178 bytes] Seminus (Talk | contribs) (Created page with "==How it works== Without the "Fog of War" (Short FoW) the whole level is visible. This is okay if you have a homebase where everything is already discovered. So the idea of...")
- 14:50, 17 September 2014 Collision Edit Mode (hist) [1,486 bytes] Seminus (Talk | contribs) (Created page with "==How it works== Collision in Halfway is tile based. So there are two basic situations: You can walk on an tile or you can't. To set up the collisions you have to do the fol...")
- 13:31, 17 September 2014 Light Edit Mode (hist) [3,237 bytes] Seminus (Talk | contribs) (Created page with "=== How the light system works === The light system work basicly the same as the object layer. So all shortcuts etc are working here too. Only difference is, that you always...")
- 11:10, 17 September 2014 Enemy Edit Mode (hist) [4,145 bytes] Seminus (Talk | contribs) (Created page with "=== Base Controls === To place enemies you need to be in the "Place Enemy mode". You can only place enemies in tiles that have a walkable collision. ====How you place an en...")
- 17:24, 16 September 2014 Must Have Team (hist) [345 bytes] Seminus (Talk | contribs) (Created page with "== How it works == In some special cases, you want to be sure that a special set of character is loaded. In this case use this trigger. To define which ones, use the levelpo...")
- 17:22, 16 September 2014 Mission Briefing Target (hist) [820 bytes] Seminus (Talk | contribs) (Created page with "== How it works == This Trigger works similar to the Player Starting Point. But in this case it is used to define the position of the character when the mission briefing...")
- 17:17, 16 September 2014 Tutorial (hist) [204 bytes] Seminus (Talk | contribs) (Created page with "== How it works == This sets the level as Tutorial level. Note: This trigger is not tested, because we do not use tutorial levels in the game. == Settings == None ==Know...")
- 17:16, 16 September 2014 Player Starting Point (hist) [454 bytes] Seminus (Talk | contribs) (Created page with "== How it works == This trigger is used as the spawn point for your squad. The team spawns were these triggers are placed. == Settings == #Unit Number: 1-8: Select which t...")
- 17:13, 16 September 2014 Homebase (hist) [265 bytes] Seminus (Talk | contribs) (Created page with "== How it works == Place this trigger, if the map is a home base. That will remove all other team members and you only control Lannis/Your main character. Also it activates a...")