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How To Install Nuclear Throne Mods


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As yous may or may not know, one of the fundamental features of my "Nuclear Throne Together" mod is it's power to load other mods. People made a number of these (older mods; itch.io category).

This post houses a small drove of links and FAQs on the discipline.

Outline for GameMaker users

If you've already used GameMaker before, NTT modding won't experience likewise different,

  • NTT'south modding API similarly uses GML (with a few changes).
  • Each mod is essentially a collection of scripts inside a .gml file (similar GM extensions).
    The game then calls specific scripts at specific times, depending on mod blazon.
  • Each modernistic has it's own scripts, global variables, and data structures.
    If you need mod interoperation, see the mod_ functions.
  • Mods share access to game'southward objects, instances, and avails.
  • Resources are loaded through code (sprite_add, sound_add, etc.)
  • As at that place are no functions to add objects through code, a prepare of special object types (that run specified scripts at step/draw/etc.) is included - see CustomObject, CustomHitme, etc.
    There are also functions that demark a script to run in a specific event at a specific depth (see script_bind_).
    For simple mods, you won't commonly take to impact either, equally about mod types have scripts that the game calls on related occasions.

Using GMEdit

Using GMEdit for Nuclear Throne Together mods

If situation permits, y'all can use GMEdit for Nuclear Throne Together modding - originally adult for use with GMS1/GMS2 projects, the tool had been since updated to support NTT-specific features.

Once installed (it's free), you can open a NTT modernistic directory by dragging your main.txt file onto GMEdit (if at that place'southward none, make a blank one) - this opens a mod directory as a "projection" and you can consequently open your .gml files for editing by double-clicking them on the left pane;
This fashion it'll bear witness you syntax highlighting and auto-completion for NTT-specific functions;
If you make changes to the modern directory and demand the file list reloaded, you can press Ctrl+R.

Documentation

The following are the things that you may want to take a look at when trying to make things work,

  • NTT-Scripting
    Explains NTT-specific syntax and describes about of the NTT-specific functions.
  • NTT-Objects
    Has descriptions of all NT objects and variables that they accept.
  • NTT-Sprites
    A complete listing of "built-in" sprites available in NTT, along with thumbnails.
  • BitBucket wiki
    Was used exclusively prior to introduction of NTT-Scripting.
    Has a few topics that NTT-Scripting doesn't have along with data tables for APIs.
  • %LOCALAPPDATA%/nuclearthrone/api/api.gml
    Can be found later on doing /gmlapi in conversation.
    Has a complete list of supported functions along with small-scale notes.
  • Official GameMaker documentation
    If something isn't in NTT-specific docs, it might be a regular GM office.
    If it's not in that location, as well bank check the older GMS1 dr.

Finally, don't forget that many things aren't very different between GM and NTT, then general GameMaker tutorials will piece of work fine oftentimes enough.


There was probably supposed to be something else to this, but this mail service had been sitting like this in my drafts for too long, and I can no longer recall.

Source: https://yal.cc/ntt-modding-faq/

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