Ending Cutscenes¶
Classic reskins can replace the ending presentation with Level Replacements/Classic/ending.json.
Create Or Replace The Ending¶
- Open the Level Editor.
- Choose
Classic Reskin. - In the cutscene list, add
Endingif it does not already exist. - Add scenes, layers, images, and animations.
- Set scene timing with
cutsceneEndTimeInSeconds. - Test by finishing a run or using the fastest available local route to the ending.
File Layout¶
Editor/<Pack Name>/
Levels/
Art/
ending-bg.png
ending-card-1.png
Level Replacements/
Classic/
ending.json
ending.json uses the same LocalLevelBackgroundData format as title screens, presentation screens, and level cutscenes.
Scene Design¶
An ending can be a single scene or a sequence:
- single scene: one screen with a long
cutsceneEndTimeInSeconds - sequence: multiple scenes, each with its own timing and layer composition
- music-driven ending: set
musicPackNameandmusicNameon the first scene
If your ending relies on music timing, use music loop metadata carefully. A bad loop point can be more noticeable in a quiet ending than during combat.
Practical Limits¶
Keep ending art easy to load:
- prefer a few larger background images over dozens of tiny decorative pieces
- reuse images from
Levels/Artwhen possible - avoid very large transparent PNGs when a cropped image would work
- test with the same display mode you expect players to use
Troubleshooting¶
If the original ending appears instead:
- confirm the file is
Level Replacements/Classic/ending.json - confirm the pack is loaded as a Classic reskin or has
Classicas a dependency - confirm
ending.jsonhas a non-emptyscenesarray - confirm each visible scene has at least one layer with art