From 4edbfb4d85828861f2ab50aaab0c51a184b0fa4d Mon Sep 17 00:00:00 2001 From: Miepee <38186597+Miepee@users.noreply.github.com> Date: Sat, 21 Aug 2021 12:11:52 +0200 Subject: [PATCH] Put some instructions in the readme --- README.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index a57a8ef..fbcdad1 100644 --- a/README.md +++ b/README.md @@ -7,4 +7,18 @@ It currently supports creating Windows, Linux and Android mods. For actual mod creation, it is recommended to use Game Maker: Studio and the [AM2R Community Updates repository](https://github.com/AM2R-Community-Developers/AM2R-Community-Updates), but they can be created with [UndertaleModTool](https://github.com/krzys-h/UndertaleModTool) as well. ## Usage instructions -Currently todo, as they should be self-explanatory anyways. +![grafik](https://user-images.githubusercontent.com/38186597/130315943-4ae7b97d-0ded-4d0d-830f-c779b0ad934a.png) + +* Mod name: Specify the name of the mod +* Author: Specify the authors of the mod +* Version: Specify the version of the mod +* Mod notes (optional): Specify notes the users will see about the mod. Consider this like a readme. +* Uses custom save directory: Specify wether or not your mod uses a custom save directory and if yes, which one. Only save locations in `%localappdata` are supported +* Uses custom music: Specify wether or not your mod has custom music in it. +* Uses the YoYo Compiler: Specify wether or not your mod was built with the YoYo Compiler or not. A quick way to find out, is try opening the `data.win` file in the above mentioned UndertaleModTool. If the tool mentions that it was built with YYC, or the file does not exist, it's YYC. +* Supports Android: Specify wether or not your mod supports Android, and if yes load in the modded Android APK +* Supports Linux: Specify wether or not your mod supports Linux, and if yes load in the modded Linux zip. For GameMaker: Studio users, you can just use the one that gets created. For non GM:S users, please make sure that the executable is either named `AM2R` or `runner` and that neither the `assets` folder nor the executable is in a subfolder. +* Load 1.1: Select your valid 1.1 Zip. If you get an error, make sure that the game isn't in any subfolder. +* Load modded game: Select a zip of your modded game for Windows. If you get a warning, make sure that your mod is not placed in any subfolder. + +After filling everything out appropriately, just click on the `Create Mod package(s)` button, which will ask you where to save your AM2RLauncher-compatible mod and then create them.