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Dictionary
Because it can be confusing to know what someone is referring to with PA, here is a dictionary of things in the game (including Legacy / Alpha)
Refers to the level.lsb or level.vgd files.
Refers to the metadata.lsb or metadata.vgm files.
An object that makes up a level and can be stored inside prefabs.
The group of shapes that contains individual shapes. (such as square, circle, etc)
An individual shape in a shape group. (such as square outline, semi-circle, etc)
An object that has its shape type set to Text which can display text.
An object that has its shape type set to Image which is used to render images. Image Object can also refer to an image made through a Text Object.
An object that has its shape type set to Polygon which can customize the polygons of the shape.
The Z layer an object renders at. The higher the value, the further the object is in the background. This is because Project Arrhythmia's camera is facing positive Z.
What camera the object renders in with the following values:
- Foreground (orthographic / 2D)
- Background (perspective / 3D, renders behind Foreground)
- UI (2D without effects, renders in front of Background)
An instance of a prefab that spawns beatmap objects inside of the prefab.
The position, scale and rotation offsets objects spawned from a prefab appear at.
A package of beatmap objects.
Time Prefab Objects are offset from.
Refers to any keyframe system PA has.
Keyframes can have multiple values.
A main event keyframe used to manipulate the game's effects, such as camera transforms, bloom, chroma, etc.
Where players spawn / respawn at.
The Legacy 3D objects that appear in the background.
The colors a level uses.
Modifies an object, player or levels' properties. Has an Action type and a Trigger type.
The * can be replaced with the thing the modifier is stored in.
- Object Modifier is a modifier that is stored in a beatmap object.
- Background Object Modifier is a modifier that is stored in a background object, which has multiple lists of modifiers.
- Player Modifier is a modifier that is stored in a player model.
- Level Modifier is a modifier that is stored in the levels Game Data. This can also be referred to as a "Trigger" since it is called that in VG. It is also called "Event Trigger", but that is easily confused with the "EventTrigger" system in Unity.
An object / animation that is animated to follow the player in some way.
The speed of the song and level.
The behavior player controls have. Regular for the normal PA movement, Platformer for a platformer-game style movement.
The way an animation interpolates from one keyframe to the next.
Where you edit things in Project Arrhythmia. It's not called a "Level Editor" because that makes it specifically about editing "levels" instead of potentially "animations", "interfaces" or just sandboxing the features.
An object in the editor timeline that represents a beatmap object or a prefab object.
The layer system the Editor Timeline uses, where switching between different layers will show different timeline objects stored in it.
Where users edit the objects / events.
Where users edit the event keyframes of an object.
The place effect event keyframes are edited.
The theme the editor can render in.
How complex the editor is in BetterLegacy.
Used in the editor to note down specific parts of a level.
The place where you can plan out and organize information about your levels.
A thing that "pops up" without an anchor point and can be dragged around in BetterLegacy with the Drag UI setting on.
The main UI where editors are located.
Where info about the editor and game features is stored.
A base level where new levels are created from.
The * can be replaced with what the panel represents. For example: a "Level Panel" is the levels in the Open File Popup UI.
Displays information about a thing that was hovered over. In vanilla, it's used as a tooltip. In BetterLegacy, it's just for information.
A tooltip that displays helpful info about a thing in the editor. Appears when the user hovers over something for a specific amount of time and follows the mouse cursor.
The line with a handle that represents where your editor is at in the levels' song. There's another timeline cursor in the object keyframe timeline.
The section of the editor where you can change song time, editor layer, etc.
Where all the dropdowns are located, such as "File", "Edit", etc.
This refers to the place where levels are actually played. It's the "Arcade" because you can also play the story there.
The menus where you play custom levels.
The timeline at the bottom of vanilla PA levels with the checkpoints.
The animation that plays when you got a checkpoint.
The interface that opens when you complete a level.
The interface where players are registered.
Where BetterLegacy levels are uploaded to / downloaded from.
Where vanilla levels are posted to and can be found.
The base mod that makes Project Arrhythmia animation smooth and allowed for more animation offsets in BetterLegacy. You can find the mod here.
Changes how a player interacts with the level. Includes Zen Mode, Normal, 1 Hit etc.
The thing you play as in game.
Represents the players' health. People often call it a trail but the trail is actually the component used for the fade-like effect it leaves behind.
An object that can build custom player models.
Unique models the player can use with different designs and properties.
The ability to speed up and phase through objects for a set amount of time.
Either refers to the Legacy file format or the Legacy versions of the game.
Either refers to the modern PA file format, modern versions of the game or its community.
The old version of the game BetterLegacy is modding.
The modern versions of the game.
Refers to the first versions of the game that were inspired by Battle Cube. This is not to be confused with the Alpha branch.
Refers to versions of the game up until Steam early access release.
Refers to versions of the game after Legacy, including Development branch, Alpha branch, etc.
The story of the BetterLegacy mod.
The main UI of the game outside of the editor.
A text sequence that is animatable and can be referred to in a few places.
Where BetterLegacy's settings can be modified.
The companions' name is Example.
Either stands for "RunTime" or "RhythmTech".
The animation class that can play at runtime without being tied to the song time.
System Error series concept or the BetterLegacy networking class.
- Home
- Dictionary
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Game
2.1. Configs
2.2. Core
2.3. Editor
2.4. Events
2.5. Players
2.6. Modifiers
2.7. Arcade
2.8. Menus
2.9. Companion -
Code
3.1. Essentials
3.2. Guidelines
3.3. Data
3.4. Usings