Content Contribution Guidelines

A set of guidelines for non-Japanese speaking developers, as well for developers who don't have access to posting on 5ch due to lacking premium pass or a Japanese IP.

Originally written by the Yume 2kki production team, translated by BSL and +0 Abyss.

Preface
Yume 2kki is a massive project, maintaining which in order is no simple task. However, it is also a collaborative project open to everyone willing to cooperate. In spirit of that, a set of guidelines for developers not speaking Japanese was devised. Make sure to follow those for a good experience of contributing content to the game!

Rules
In order for overseas developers to join the production of Yume 2kki, either of these rules must be followed:


 * 1) The overseas dev collaborates with an active producer on the team and sends the update content to them. Japanese producer (referred to as "proxy" in this case) will then post the update on the other party's behalf.
 * 2) The compiled maps, graphics, sounds and BGM are uploaded onto the game's content repository (aka, "loader"). From there, an active producer may volunteer to implement the content in the game.

Details
About #1: About #2:
 * Do understand that proxy producer has no obligation to implement the content as-is. In an event of submitted update breaking compatibility or breaking any other development guidelines, the proxy update may be cancelled.
 * Once again, the production team is under no obligation to apply content of the submissions to the game. Content posted on the loader may be omitted simply because no one of the developers has time to implement it.
 * The overseas developer must supply map files with additional text file called "settings.txt". This ﬁle should explain setting of 2kki-speciﬁc options (example provided below). Changes involving map counting trigger as well track listing in Sound Room will be carried out separately.

Template for "settings.txt"
Created by Twitter: @ Discord: #%4d (at least one communication channel is necessary) ________ Map ID: # Tileset: <ﬁlename> BGM: <ﬁlename> [BGM]Fade-in time: [BGM]Volume: [BGM]Tempo: Background panorama: [BG]Vertical movement: Y/N [BG]Horizontal movement: Y/N [BG]Scroll speed: %d Map looping: horizontal/vertical/both/none Bat warp: Y/N Penguin slide: Y/N Tissue is usable: Y/N Underwater map: Y/N Entry point: (%d;%d) Accessed from: MAP ID Comment:

(repeat for every map in the batch) Example: Developed by UROTSUKI Twitter：@yumenikki-g3 Discord：RPGmaker#2000 ——— MapID : MAP0001 Tileset : UROTSUKI_chip_1.png BGM : ym2-00_ano deskwork.wav [BGM]Fade-in time : 0 [BGM]Volume: 80% [BGM]Tempo: 100 Background panorama : UROTSUKI_panorama_1.png [BG]Vertical movement: yes [BG]Horizontal movement: no [BG]Scroll speed: -2 Map looping: Only vertical Bat warp: No Penguin slide: Yes Tissue is usable: Yes Underwater map: No Entry point: (012,180) Accessed from: MAP0292 Memo : This map cannot use bat effect because it uses screen tint effect. A common switch is used at (082,097).