Currently, it is only possible to add custom sounds and textures. Actual gameplay changes are not really possible.

How to make texture/sound packs? [ edit | edit source ]

Step 1: Download the Vagante Extraction Tool made by mtolly from this page.

Step 2: Copy the data.vra file from your vagante directory and drag it onto the vagante-extract.exe. A "data" folder containing all sprites and sounds will be created.

Step 3: Create custom sounds/textures and replace the existing ones in the "data" folder.

Step 4: Recreate the data.vra with your custom files by dragging the data folder onto the vagante-extract.exe.

Step 5: Replace your current data.vra file in your vagante directory with the custom data.vra file. Where is this folder? You can find it by right-clicking Vagante in your Steam game library, going into Properties, tabbing into Local Files and clicking Browse Local Files! Make sure you back up your data.vra file unless you really like a mod and you never want to go back!

Step 6: Boot up Vagante because you are done! Congrats!





Official sprite creation software [ edit | edit source ]

Pixavoxet is a little tool inside the Godot game engine, made for rendering pixel art spritesheets from voxels models. It features a custom lighting engine, outlining support.

Standalone Download Github

Things to Know [ edit | edit source ]

The file "repack-list.txt" in the data folder saves the order in which files will be repacked. You probably shouldn't edit this or the game will likely not load.

Increasing the size of character/monster sprites does not increase their hitboxes.

You can add additional frames to animations without any problems.

You can animate single frame sprites to create things like idle animations. Although the animations to cycle through really quickly. (~27 duplicated frames per frame for a idle animation with a reasonable speed)

Changing the size of GUI elements offsets them and they also have certain size limitations.

It is possible to change the size of stages but it seems to screw up the procgen. Further testing is required.

Room editing [ edit | edit source ]

ALWAYS BE SURE TO BACKUP YOUR ROOMS.JSON FILE BEFORE MAKING EDITS!!!

The rooms.json file is the only accessible file that can change things beyond sprites/sounds.

Most aspects of this file are for the procgen of each level/act, though it is not recommended to change anything as it is highly volatile and will most likely close your game upon loading after running (most likely due to errors caused in other parts of the code by changing these things)

Notes about rooms.json [ edit | edit source ]

At this moment in time, very little is known about what every value in this file does. Though, some things have been solved. If you have any more knowledge please add it to the list below.

You can find the ID of your particular procgen by activating debug mode in your in game settings and going to the top left side of a level. This is extremely difficult to do under normal circumstances.

The "width" and "height" values at the top of the rooms.json file control the amount of distance between each 'room' in game.

Using the Tutorial procgen as an example, custom hand-made levels have a chance, however small, to become a reality in the game's current state [1.011.3]

Some procgen blocks can be swapped, though only 1 or 2 people have done this successfully.

Using some of the Tutorial generation as an example, you may place chests in intermissions and at the character select.

Even though we known these things, it is recommended to not mess with the file unless you know what you are doing.

Procgen blocks [ edit | edit source ]

As of now, not much, if anything, is known about what the values in the procgen blocks even do. If you have information or theories (WITH PROOF!), be sure to go to the discord link below and post your findings.

Want to show off your texture packs? [ edit | edit source ]

The Official Vagante Discord has a channel dedicated to posting mods.