Level author
Someone who makes levels in the editor built into the game, from a first test to a level ready to share
Start with Level editor, then build something small with Your first level: the route
Someone who makes levels in the editor built into the game, from a first test to a level ready to share
Start with Level editor, then build something small with Your first level: the route
Six steps: from installing the game to your first finished and your first built level
Where to report a bug or ask a question, and what to write so the bug can be reproduced
How to make levels in the editor built into Bullet Hero
The minimum you need before the first level
A level is a folder of files. What is inside it, which format to keep it in and how to hand a level to another person
Six steps from an empty folder to the first playtest
Object, frame, span, layer, parent, key - the six ideas the whole editor rests on
A level frame is not a screen frame. How a level counts time, where its length comes from and which fps to pick
What a keyframe stores, what can be animated, how a value travels between two keys, and the 29 easings the game has
The track, images, fonts and the level folder
The minimum is a track. Everything else is optional, and nearly all of it you bring yourself
Which formats load, what to convert to, and why an mp3 may one day shift your whole beat map
Which images load, what size is sensible, and why a built-in shape nearly always beats an image
What lies in a level folder, what not to touch by hand and how to make a backup
Which music, images and fonts you may put in a level you publish
Can you use this track in a level, and what it takes
A resource qualifies if it has a suitable licence or the rights holder's permission. There is no third way
Sites you can take music, images and fonts from, and sites you cannot
What to fill in a resource's record, and why an empty field means "unknown" rather than "probably fine"
How a service grades a level before publishing, and why one service can accept a level another refuses
The letter template, the three points that must survive editing, and what counts as proof afterwards
How to make a level that is good to play, not merely working
The player has to understand what killed them. Telegraphs, reaction time, contrast, and a hitbox that need not match the art
How to map the music, why beat segments have holes in them, and why the level has to peak where the track does
What the player can physically do, in numbers, how to build a curve, and why you cannot judge your own level
Where meaningful content must not go, how screen limits work, and why a moving camera makes people ill
Theme references instead of literal colours, and where style stops and unreadable begins
A theme is a palette of 64 colours that objects point at by slot number. How slots, references and theme keys work, and how to make, share and import a theme
How to work in the editor fast and without losing work, from the first object to sharing
What to do before what, and which decisions are cheap now and expensive later
Four tools that all mean "do not build this twice", and which one fits which job
Every shortcut in the editor, how to rebind them, and the four things that save the most time
What autosave and undo cover and what they do not, which actions have no undo at all, and how to get a level back
What a bot does, what it never promises, what it costs, and how to use one to test the level you are building
What an archive carries, the five shapes it can take, and the tar, zip and gpg lines that make and open each of them
How much a level can hold, what phones can take and importing from Afterbeat
How many shapes a phone and a PC hold, what text and effects cost in shapes, and why the count is not what kills you
A finger instead of a mouse, edges the system has taken, and what sinks a weak phone first
What crosses over from Project Arrhythmia, what does not, and what to repair by hand afterwards
Every panel, property, generator and effect of the editor, one section each
Every editor term with a one-line meaning, grouped by topic
The level's own cover - name, authors, age rating, content warnings - and how a level reaches another person
Every timeline of the editor and the beat grid, one section per panel
The hierarchy panel, the clipboard and the command palette
The object and keyframe inspectors and every property they show
The effect inspector, each of its modules and the effect editor
The audio track inspector and all 11 audio effects
What each of the built-in generators does
What each of the built-in modifiers does to an existing level
The level's own tabs: play, core settings, rules, metadata, history and raw data
The library, the resource tabs, resource metadata, the theme and shape editors, licences
Editing a prefab in place and flattening nested prefabs
Exporting a level to a folder or an archive and protecting it with a password
The editor's settings tab, creating a level and using someone else's work
The editor's three docked panels: opening, closing and resizing them
The open C# library the game reads and writes levels through
How to connect the SDK to a .NET or Unity project and check that it reads your levels
What a level folder holds, which files travel with it and which stay on the device, and how the JSON inside is laid out
How the SDK packs a level into one file or puts it behind a password, and how it recognizes what it was handed
Which number versions what, how an older file is migrated and why a file from a newer build is refused
How the SDK checks a level against the format's rules, repairs what can be repaired and reports what cannot
How a service states which levels it accepts, written as a data file instead of code
Converting Afterbeat levels, themes and prefabs to the Bullet Hero format and back, and what is lost on the way
Short answers to the questions newcomers ask first, with links to the details