Last Stance Mod Manual Help

Level

Every Layer can be Animated in a very primitive way via frame-animations.

Base Properties

  • sceneName

    • The name of the level

  • description

    • A short description

  • unlockCost

    • How much gold does the player have to pay to unlock this

    • 0 means it's free of charge and directly available

  • previewImageName

    • The file name of the preview image

    • SHOULD be square

      • needed for steam workshop

      • would be stretched otherwise

    • Can have transparency

  • biomes

    • a list of biomes names

    • empty list means allowing all enemy types

  • enemyDying

    • Re-colors dying enemies according to your color specifications matching your artwork.

  • enemyDead

    • Re-colors dead enemies according to your color specifications matching your artwork.

Re-Colors

  • saturation

    • decimal in %

  • contrast

    • decimal in %

  • hue

    • decimal in %

  • color

    • html color code with leading #

{ "enemyDying": { "saturation": 1.0, "contrast": 0.3, "hue": 1.0, "color": "#a2c1b4" }, "enemyDead": { "saturation": 1.0, "contrast": 0.3, "hue": 1.0, "color": "#a2c1b4" } }

Layer

There are 6 base-layer with hard-coded layer indexes.
See Layer Breakdown for more details.

  • sky

  • background1

  • background2

  • background3

  • middleground

  • foreground

Layer Properties

  • timePerFrame

    • Time in seconds between frames

    • Can be 0 if there is only 1 Frame

    • See Times for examples

  • frameNames

    • The file names of the layer frames.

    • If there is only 1 frame then there is only 1 file name.

Advanced Properties

Not necessary for a level to work, but to improve its awesomeness.

freeAnimations

A list of free-placeable animations.
A free animation is a static object that can be placed anywhere.
The free comes from freely placeable.

freeAnimations properties

A freely placeable, not moving animation element.

  • locationXY

    • Position in the scene

{ "locationXY": { "x": 0.0, "y": 1.5 } }
{ "frameNames": [ "free_animation_1.png", "free_animation_2.png" ] }

movingObjects

Complex moving, animatable objects.

  • startLocationXY

  • endLocationXY

  • movementMode

    • The method of movement, available settings:

      • teleport

      • stop

      • backForth

  • movementSpeed

  • movementStartTime

    • Simulates the " time " that has passed on start

      • Makes an object start between startLocationXY and endLocationXY by simulating the time that "has passed"

  • flipX

    • Boolean if the sprite should be flipped on it's X axis when reaching its destination

  • flipY

    • Boolean if the sprite should be flipped on it's Y axis when reaching its destination

  • orderInLayer

  • timePerFrame

  • frameNames

    • List of frames

    • The file names of the frames

    • If there is only 1 frame then there is only 1 file name

  • frameNamesOnStop (optional)

    • The list of image names that are played when the movementMode stop is chosen

    • Can be 1 or more frames

    • Uses also timePerFrame

{ "frameNamesOnStop": [ "rocket_stoped_moving_object_stop.png" ] }

Example JSON Files

Some examples for the JSON files.
You can always look directly into the game files to see how "we" did it.

Forest

An absolute basic level file.

Dev-Test Level

Available on the Steam Workshop containing ALL features as an example.

Last modified: 11 August 2024