Scene Settings¶
Scene settings control how a level section starts, ends, moves, and plays music. Select a scene to edit them in the Inspector.
Entities Scale¶
Entities Scale is the size multiplier applied to the characters and items in the scene, with 1 drawing them at original size.
Change it with care. It alters how characters relate to the background art and to collision, so a scene that looked right can end up with characters standing too high on the floor line or unable to reach a walkable edge. If you change it, re-check walls and spawn positions afterwards.
Scene Navigation¶
| Field | Meaning |
|---|---|
| Enter Type | How players enter the scene. |
| Exit Type | How the scene exits or transitions to the next. |
| Movement | The scene's movement or shake style. |
| Start Offset | Special starting offset behaviour. |
These fields exist to support the original game's set pieces, so match them to what the scene is: a closed room, an elevator, a moving truck, a boat. A scene whose art implies motion but whose Movement is left at the default will feel static no matter what the background does.
Presentation¶
| Field | Meaning |
|---|---|
| Alternative Palette | Name of an alternative colour palette applied to this scene's artwork. |
| Copy Alt Palette | Copies the alternative palette from the previous scene instead of loading its own. |
| Center Screen for Widescreen | Centres the scene horizontally on widescreen displays instead of anchoring it to the left. |
Copy Alt Palette is how you keep a palette consistent across a run of scenes without repeating the name in each — set it on the scene where the palette is established, then copy through the rest.
Center Screen for Widescreen matters for scenes whose art is not wide enough to fill a modern display. Anchored left, the empty space all lands on one side; centred, it splits evenly and usually reads better.
Scripting¶
Scenes can hand parts of their flow to Lua. Each script field takes a script name from the mod's Scripts/ folder (the v button lists them) and an optional Mod; leave the mod empty for the current mod. Add Script creates the reference and X removes it; the script file itself is not touched.
| Field | Meaning |
|---|---|
| Enter Script | Runs once when the scene starts, after the players are placed and before anything spawns. |
| Update Script | Runs once per gameplay update, before the entities update. Not during entrance and exit transitions. |
| Post Update | Runs once per gameplay update, after the entities animated and weapons were attached. |
| Scripted Entrance | Skip the automatic entrance walk; the Enter Script places the players. |
| Scripted Progress | Waves and scenes do not advance on their own; the script calls game.change_scene. |
| Scripted Enemies | Enemy cues do not spawn on their own; the script spawns them with game.spawn_scene_enemy(index). |
| Scripted Items | Item cues do not spawn on their own; the script spawns them with game.spawn_scene_item(index). |
| Preload Items | Spawn every item cue regardless of the camera position, for scenes the player walks back through. |
| Scripted Clock | The HUD clock no longer counts down or deals time-out damage; scripts set it. |
Scripted Enemies and Scripted Items address cues by their position in the list, so in those scenes the editor keeps the cues in the order they are stored instead of sorting them by X when it saves.
Camera Route gives scripted cinematics a straight camera path for the scene: Route Start and Route End are absolute Lua camera_x / camera_y pixels at the configured viewport width. An end X larger than the start X means the camera travels right. It only informs presentation; the gameplay camera is unchanged.
See Scripted stages for the Lua side.
Music¶
Each scene defines a Music Mod and Music Name. Leave the mod empty to use the current mod; you can also pick from Classic or another referenced mod.
The picker offers a clear option, which makes the scene keep the original music rather than a replacement — useful in Classic Reskin mode when you want to replace some tracks but not others.
Add music in the Audio Editor first, then assign it here, and set Loop Points so it loops cleanly rather than restarting abruptly.
Cutscene Timing¶
For cutscene scenes, End Time is how long the scene lasts before the game moves on, in seconds.
A negative value means the scene does not auto-advance by time — it waits for something else to end it. Use that for cutscene beats that should be driven by their content rather than a timer.
Related pages: The Level Editor Workspace, Levels, Scenes, and Cutscenes, Walls, Scroll, and Collision, Special Screens.