-
Notifications
You must be signed in to change notification settings - Fork 91
Tutorial_15(en US)
MikiraSora edited this page Jan 4, 2024
·
1 revision
Because there are so many types of game objects, common common sense and logic about copying and pasting cannot be applied to this program. Therefore, I specially wrote this page to describe in detail the details and limitations of copy and paste.
Generally speaking, usually all (displayable) game objects can be copied and pasted, but taking into account the special nature of some functions of game objects. Therefore some objects will undergo some special processing:
Bullet or Bell with bullet template set
These objects can be pasted normally, but the bullet templates they reference may be treated specially: if pasted across beats, the editor will compare the bullet templates with the same ID in the two beats based on the `StrID` of the bullet template. If they are the same, the pasted object will directly reference the current template object; if they are different, the editor will automatically generate a new bullet template to reference the object.Tap or Hold object
When pasting, if the object happens to be on the original lane, the original lane will be attached first; if it is on other attachable lanes, it will be attached automatically; if there is no lane that can be attached, it will be left blank.Lane Object
Normally, lanes (including lane objects such as Beam) cannot be copied directly. If you want to copy a lane, all nodes of the lane need to be selected.Paste location
If multiple objects are copied and pasted, then when the position is selected for pasting, the editor will first calculate the surrounding range of all copied and pasted objects, and then obtain the center point. Then, based on the pointer position as the center point, the editor will calculate the relative position of each position relative to the center. The offset of the point is then generated to the specified position. Note: Only lane objects do not participate in range calculations.- 0. How to obtain this project application and updates
- 1. How to create a new fumen project
- 2. Prepare your editor environment
- 3. Add/select/delete/drag objects
- 4. Draw a lane (or other objects like Start/Next/End)
- 4.2 How to draw lane with curves
- 4.4. Additional options for lanes
- 5. Object Properties
- 6. Add (Wall)Tap and (Wall)Hold
- 7. Add Bell
- 8. Preview
- 9. How to add SVG objects and convert them into lanes
- 10. Load plugins and write a plugin by yourself
- 10.2 Write and run scripts
- 11. Sounds
- 12. Shortcut keys & convenient actions
- 13. File backup and rescue
- 14. How to generate game loadable .ogkr file
- 15. Detailed explanation of copy and paste logic