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Filesystem Differences
skellypupper edited this page Jun 25, 2023
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Compared to base game and some other engines, Edak Engine provides a slightly more readable filesystem, migrating from that might be confusing so this guide will tell you the differences.
In this engine, the assets folder can read non-manifested files. (any file in the game's filesystem using utils.Paths)
Instead of preload and shared, each asset type has its own folder at the root of the assets directory.
Songs, charts, scripts and events are unified in a single folder.
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songs/<songname>is where you put your Inst and Voices, If you have an difficulties that load alternate songs add the according Inst and Vocals with the suffix-<difficulty>at the end of the file name. (ex.Inst-erect.ogg) -
songs/<songname>/chartsis where you put your charts for this song, the filenames of your charts should match a difficulty. -
songs/<songname>/scriptsis where you put scripts for this song exclusively. (optional) -
songs/<songname>/eventsis where you put events for this song exclusively. (optional)
Written for EE v1.1.0