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Creating a Mod
Create a folder in the mods folder and rename it to whatever you want.
Doing this manually isn't a problem, but it would be better and faster if you copy-and-pasted the template folder.
The mod metadata comes in two files. Those two files are _polymod_meta.json and _polymod_icon.png.
In _polymod_meta.json, you can define the mod name, the name of the author, etc.
Example:
{
"title": "Template",
"description": "Mod Description.",
"author": "You!",
"api_version": "1.0.0",
"mod_version": "1.0.0",
"license": "Apache 2.0"
}As for _polymod_icon.png, it's just a simple .png icon for the mod. Any square image is recommended, preferably 150 x 150. Just keep in mind that whatever image it is, it will always be squished into a 75 x 75 resolution.
If you've done everything correctly, your mod should appear in the Mods Menu.
Then, you're basically good to go!
Each folder in your mod should be used as follows:
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_append- Modify existing files without actually replacing them. -
achievements- For storing achievement data. Each achievement should be listed inachList.txt. -
classes- Scripted States and Substates. -
fonts- Font files. Pretty self-explanatory. -
images- All images in your mod.-
images/achievements- The icons for your achievemnts. -
images/covers- The covers for your songs. -
images/credits- Used for credit icons. -
images/gameplay- Used for gameplay UI. -
images/menu- Used for menu assets.
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languages- For storing language data. -
music- Non-gameplay related music. -
scripts- Scripts that run on every song. -
songs- Songs used for gameplay.-
songs/[song-name]/chart.json- Your song's chart. -
songs/[song-name]/music.ogg- Your song's music. Can also be a.wav. -
songs/[song-name]/[script-name].hxs- Song-specific script (optional).
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sounds- All sound effects.
For further documentation, check out polymod.io.
Here's a quick example by EliteMasterEric » here «