Build your own Module
Start creating your very own modules with amazing event content
So you want to build your own Module, hum? Follow this Step-by-Step, this will help you set up everything to get you started with your potential ideas!
Fill out your module information
Head over your Level Settings and set these values as described:
Artist: Type
Custom Module
Special Artist Type: Select
I'm the Artist
Song: Type "your module name" (ex: Jelly Bounces)
Author: Type "your creator name" (ex: TeoC Perfect Form)

Erase the chart until you only have one Tile Left
To allow other creators to easily use your modules, try to contain your modules into one single tile. The level should look like this:

There are a few exceptions to modules that might need to work with more than one tile, for them to show its full potential. But for now, your module sheet is ready to work on!
Ready to let creativity flow?
Custom Modules have no limitations to any type of events, so you, as the creator, are welcome to mix events together, in creation of your next module. Per rule, Custom Modules are groups of the same category of events.

Working on your modules, it's always great to find inspiration for your ideas. So once you get your module idea written down and prepared on paper...
• Check if someone has built a similar idea module
As module submissions grow, there might be some creator who had built something alike, or close to your idea already. But remember, modules are meant to be used and attached to other events in your levels, so you can always evolve your ideas from previous modules!

If you see that your idea is yet to be done, you might as well...
• Start adding events and play around with the values
You have just added your first event! Now what? Well, playing with the values around, available on each event and see what happens is only half the fun.
As a rule, we try to develop modules using a bpm speed of something easy to manage with the frames of time. BPM's such as 60, 120, 180, 240 and 300, are the best to manipulate events with.
You can change the initial level speed onto the Level Settings on the Left Tab.

Now that that is settled, it's to play with the events you want to use for your module and bring it to life!
• Angle Offset is a major factor when controlling time with modules
When combining everything into a single tile, the full effect of some modules can become a jumbled display. This happens because most events include parameters such as an Angle Offset, which helps creators control when the events start running in-game. By default, this is set to zero, meaning as soon as you hit the tile you're on, everything plays at once.



Leaving the angle offset at zero will cause both these events to crash. Ruining the desired effect. "Check video 1". By changing this value to a further point (used 720 for this example = 4 beats), we can order the events actions into something more good-looking. "Check Video 2".
Control your timing with the necessary angle offset to order your set of events. Each beat is often the same as 180º (1 beat = 180 angle offset).

Continue to create events and using the angle offset, and turn your modules into a one-tile working tool!
• Tag your loops and decorations with originality
Once your module events are complete, and have been organized properly, it can be of your interest to leave it working on repeat. While it is possible to just create more events and adjust them properly, that just adds more and more events to the list. Creating a loop cycle for your events is a powerful tool for your modules' repeatability.

To ensure this method works, first we need to pick a suitable name for this loop to work. We typically want to pick a name that could be differentiated from other potential event names, to avoid mixing up events. Our pick was to name everything "cml" +"name" to indicate the custom module usage to others who might explore your module contents, knowing that it's being used for this group of events in specific. Since it's a loop, let's go for "cmlloop", but you can pick any name you want. Make sure to remember it for later.
Before starting to set this loop cycles, let's make sure to use the same event tag for any events from the module, that you would like to repeat.



Once everything is set, all we need to do is to choose how many times you want your module to repeat its events and to let the repeat know. For how long does each loop take for. Consider working with the angle offset to master the event's timing of the repetition.
Repeating X number of times, means to repeat X more times after the original events. REPEATING 5 times means 1 + 5 extra times.
Have your tags all set and ready? Everything seems to be working your way! Now always remember...
• Trial and error are the best tools. Experiment a lot!
Coming up with an idea is sometimes the hardest part of a well executed plan.
When working on your levels, there are some areas where creators can feel demotivated and therefore, leave certain parts on hold, leading some levels to endless WIP status. For some, it's trying to find the right values to get started, trying to VFX a level with a theme around it, or simply coming up with other creative ways to play the same beat to avoid too much repetition or boring charts.
With some experimenting, trial and error, you can support many formats that reach the same idea for your levels. This can be applied to any of the working areas of ADOFAI. Observe some attempts on the various rages of creative areas:
All of these examples were submitted to several tries, until the creator found something that would be of their satisfaction. And remember, the levels you make don't have always to be unique.
Feel free to look for inspiration from existing levels, learn how their creators did it, and if you really want, put your twist to it! Even if in the end, you decide not to go for it, you have at least learned something new for other levels you may encounter making!
And as always, your work is better shared with friends. So when you think you are done making your first module...
• Unfold your modules to others creators and share how it works
Your module is ready to be shared. But before you do that, it is of your best interest to elaborate on how to work around your module. Some event actions might be obvious to know to others, like using a higher Y means higher position and blabla, however, there is always a person who can never figure out how to use something, regardless of it's reading simplicity.
Said this, why not leave a nice "editor comment" with your module submission? Talk about things such as inspirations, how you built your own module and how creative can users be, by slightly adapting your creations to include similar results of events!
With the tutorial fully covered, you can now embrace your modules' inspiration into the editor, and come up with some stunning creations. Enjoy!




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