[ENG] Metapixels Tutorial for Duck Game

[ENG] Metapixels Tutorial for Duck Game

Paint.NET Template

First of all, you need to download any version (Latest recommended) of Paint.NET

Here's the link: https://www.getpaint.net/

Once you have done that, you need to download the Hat template I made for this guide.

https://cdn.discordapp.com/attachments/178108124048130049/777279536165027840/Template_Hats_Duck_Game.pdn

In this template, you can see 6 sections - the hat, the quacking hat, the cape, the custom rock (The rock you throw in the intermission) Particles (or FX) and METAPIXELS.

Now, the actual metapixels!

How Metapixels Work


[ENG] Metapixels Tutorial for Duck Game image 8
[ENG] Metapixels Tutorial for Duck Game image 9
[ENG] Metapixels Tutorial for Duck Game image 10

All the metapixels go at the right of the template

To start understanding metapixels, you need to open Paint.NET, open the color wheel, and then click "More".

It will show you some more options. The one we need is the "RGB" Section. (Red, Green, and Blue)

Now, how do metapixels work?

The R value = The ID of the metapixel. What kind of metapixel it is.

The G and B = The parameters for the metapixel. The values you're giving it.

So when you're making your first metapixel, you need to set R to number (ID) of the metapixel, and G and B to the parameters.

Every Metapixel And Their Functions.


[ENG] Metapixels Tutorial for Duck Game image 19
[ENG] Metapixels Tutorial for Duck Game image 20

There are a total of 34 metapixels you can add to your hat, so I will summarize of all of them.

REMEMBER!

If it's not specified which parameter does which action, the first one will be G, and the second one (obviously) will be B

This also applies when there is only 1 parameter, it will be G. If the parameter modifies the X and Y coordinate of something, G will be X and B will be Y

Also when you're adding metapixels/drawing or making your hat, make sure to add a new layer so you don't mess up the template.

If a metapixel is wrong, there will be an error related to that in the devconsole, you can activate the devconsole by pressing "`" ingame (Ñ in spanish keyboards).

[HAT/DUCK METAPIXELS]

METAPIXEL 1. "Hat Offset" Hat offset position in pixels.

I can give you a help with this one, the center of the hat is 128 and 128, so if you want to go 1 pixel left, you will put 127 in G, and if you want to go 1 pixel up, you will put 129 in B

Here is an example

So I said I want to add a hat offset, the value of that metapixel is 1, so that means I will set R to 1, and I said I want to go 1 pixel left and 1 pixel up, then I will set G to 127, and B to 129.

Here's what I mean with this.

Once you have done with that, you will add that color (Basically the metapixel with his metadata and their parameters) to THE RIGHT, as I said in the second section.

You will do this process for every metapixel you want to add (Just saying so I don't need to do the same explanation with every metapixel)

Here's all the rest of the metapixels:

METAPIXEL 2. "Use Duck Color" If this metapixel exists, White (255, 255, 255) and Grey(157, 157, 157) will be recolored to duck colors.

[CAPE METAPIXELS]

METAPIXEL 10. "Cape offset" Cape offset position in pixels. Basically the same thing as metapixel 1.

METAPIXEL 11. "Cape is foreground" If this metapixel exists, the cape will be drawn over the duck.

Does not support parameters.

METAPIXEL 12. "Cape Sway Modifier" It affects the length of the cape and the swing from left to right.

METAPIXEL 13. "Cape Wiggle Modifier" Affects how much the cape wiggles in the wind.

METAPIXEL 14. "Cape Taper Start" Affects how narrow the cape/trail is at the top/beginning.

METAPIXEL 15. "Cape Taper End" Affects how narrow the cape/trail is at the bottom/ending.

METAPIXEL 16. "Cape Alpha Start" Affects how transparent the cape/trail is at the top/beginning.

METAPIXEL 17. "Cape Alpha End" Affects how transparent the cape/trail is at the bottom/ending.

METAPIXEL 20. "Cape Is Trail" If this metapixel exists, the cape will be a trail instead of a cape (Like the rainbow trail left by the TV object, i think it's easy to understand this one).

Does not support parameters.

[PARTICLES METAPIXELS]

METAPIXEL 30. "Particle Emitter Offset" The offset in pixels from the center of the hat (REMEMBER, G = X Coordinate (Horizontal) = 128, B = Y Coordinate (Vertical) = 128 is the center of the hat (128 and 128)) where particles will be emitted.

METAPIXEL 31. "Particle Default Behavior" B defines a particle behavior from a list of presets: 0 = No Behavior, 1 = Spit, 2 = Burst, 3 = Halo, 4 = Exclamation.

METAPIXEL 32. "Particle Emit Shape" G: 0 = Point, 1 = Circle, 2 = Box B: 0 = Emit Around Shape Border Randomly, 1 = Fill Shape Randomly, 2 = Emit Around Shape Border Uniformly.

METAPIXEL 33. "Particle Emit Shape Size" X and Y size of the particle emitter (in pixels).

METAPIXEL 34. "Particle Count" The number of particles to emit.

METAPIXEL 35. "Particle Lifespan" Duration time of the particles, in seconds.

METAPIXEL 36. "Particle Velocity" Initial velocity of the particle.

METAPIXEL 37. "Particle Gravity" Gravity applied to the particle.

METAPIXEL 38. "Particle Friction" Friction applied to the particle (The value it's velocity is multiplied by every frame).

METAPIXEL 39. "Particle Alpha" G = Start alpha, B = End alpha.

METAPIXEL 40. "Particle Scale" G = Start scale, B = End scale.

METAPIXEL 41. "Particle Rotation" G = Start rotation, B = End rotation.

METAPIXEL 42. "Particle Offset" Additional X Y offset of particle.

METAPIXEL 43. "Particle Background" If this metapixel exists, particles will be rendered behind the duck.

Does not support parameters.

METAPIXEL 44. "Particle Anchor" If this metapixel exists, particles will stay anchored around the hat position when it's moving. This means the particles will stay in the same X coordinate to the hat.

METAPIXEL 45. "Particle Animated" If this metapixel exists, particles will animate through their frames. Otherwise, a frame will be picked randomly.

Does not support parameters.

METAPIXEL 46. "Particle Animation Loop" If this metapixel exists, the particle animation will loop.

Does not support parameters.

METAPIXEL 47. "Particle Animation Random Frame" If this metapixel exists, the particle animation will start on a random frame.

Does not support parameters.

METAPIXEL 48. "How quickly the particle animates."

[STRANGE METAPIXELS]

METAPIXEL 70. "Wet Lips" Modifies the quack sound to sound like "wet lips"

Does not support parameters.

METAPIXEL 71. "Mechanical Lips" Modifies the quack to sound like "mechanical lips"

Does not support parameters.

[SPECIAL METAPIXELS]

METAPIXEL 100. "Randomize Parameter X" If present, the previously defined metapixel value will have a random number between G and B applied to its X value each time it's used. This will generally only work with particles.

Does not support parameters.

METAPIXEL 101. "Randomizer Parameter Y" If present, the previously defined metapixel value will have a random number between G and B applied to its Y value each time it's used. This will generally only work with particles.

Does not support parameters.

METAPIXEL 102. "Randomize Parameter" If present, the previously defined metapixel value will have a random number between G and B applied to its X and Y values each time it's used. This will generally only work with particles.

Does not support parameters.

All Randomizer metapixels apply a random value to the X and Y (or G and B) values of the closest

non-randomizer metapixel above them in the hat. The G and B values of the randomizer pixel let you define

the minimum and maximum value for the randomizer to use.

(Example - placing a Randomize Parameters metapixel with G = 1 and B = 10 below a Particle Velocity

metapixel would set both the Particle Velocity X and Y to the same random value between 1 and 10.

Alternatively, placing both a Randomize Parameter X and a Randomize Parameter Y metapixel underneath would

allow you to randomize the X and Y of the particle velocity separately, or just one of them would let

only randomize X or Y and not both.)

When you finish your hat, with custom rock, cape, and metapixels, you need to remove all the layers except your hat, save it as .PNG, then copy it, and paste it to your DG folder.

(If you don't know where is your DG folder, open steam, right click in Duck Game, properties, local files, and click browse local files).

Additional Bits

And if any of this confused you or you want to know more about each metapixel, there's also a online guide[docs.google.com] by Drake

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2287647727					

More Duck Game guilds