New pages
(newest | oldest) View (newer 20 | older 20) (20 | 50 | 100 | 250 | 500)
- 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...")