Levels, Scenes, and Cutscenes¶
The Level Editor organizes content into levels, scenes, layers, and cutscenes. Understanding that structure makes it easier to know where a setting belongs.
Levels¶
A level is a playable stage entry. In Mod mode, each level can have gameplay data and art data. Gameplay data controls entities scale, scenes, transitions, spawns, walls, scroll limits, and collision. Art data controls background scenes, layers, images, animations, music, and cutscene timing.
Level files are saved with names such as level 1.json and level 1 - art.json.
Scenes¶
A scene is one playable section of a level. Scenes define how the player enters, how the scene exits, how far the camera scrolls, which enemies and items load, and which background scene is displayed.
The sidebar lets you add, select, delete, and reorder scene-level content. The inspector shows scene fields when a scene is selected.
Cutscenes¶
Cutscenes use the same background/art data model as level backgrounds, but they are played as presentation sequences rather than normal beat-em-up scenes. A level can have its own cutscene file, and a mod can also define special presentation or ending data.
Classic Reskin mode can also create cutscenes for classic levels and special screens. See Special Screens.
Practical Order¶
Build in this order:
- Create or select the level.
- Add scenes.
- Configure scene navigation and scroll settings.
- Add background layers and art.
- Place spawns.
- Tune walls and collision.
- Add music and cutscene timing.
Related pages: Scene Settings, Background Layers, Spawns.