Skins and Art
All of a world's living things are film strips: one bitmap, with the frames side by side, that
the game cuts into cells and animates. Hero skins live in the game's skins/ folder and are shared
by every world; monsters live in the world's own monsters/ folder.
The bitmap
- An 8-bit (256-colour) BMP using the game palette,
souls.palin the game'sart/folder. Run-length compression is fine and makes the file much smaller. - The top-left pixel is the transparent colour. ReBreather masks it on every sprite it draws, so the teal box some old viewers showed never appears.
- Cells are as tall as the strip and all the same width. Keep the figure inside its cell.
- Use your own work. A skin is seen by everyone in the scene, so keep it free of other people's characters and of anything you would not show a child.
Hero skins
A hero strip holds, in order: nine walking cells for the map (three directions, three frames each), then
ready, attack, pain, chat and credits, and optionally a magic cell
after those. Draw the figure facing left. /skin opens the picker to try one on, and the
DEFAULT_SKIN row of a class says which skin a new hero of that class wears.
Monster strips
A monster strip holds a credits cell (unused in play), then ready, attacking, pain and growling, and optionally a blank cell and a magic cell. Monsters face down and to the right, toward the heroes. The monster's table row sets its scale, a colour table for a recoloured variant and whether it is drawn transparent, so one strip can serve a whole family.
Looking at strips
/villagers opens the film-strip viewer on the world's monsters/ folder and
/art on the art/ folder. /pal 3 forces every recoloured skin through
colour table 3, which is the quick way to see what the tables do.
Maps and scenes
Map pictures (usually JPEG) go in maps/. Anything much over a thousand pixels wide is shrunk
before drawing and the shrunken copy is cached, so a large picture costs the player disk space rather than
speed. Scene backgrounds go in scenes/; /bkgnd name tries one on the current scene.
The script's BKGND can also scale a background and shift it down.
Item and spell sheets
Icons for items, spells and trophies come from sheets in art/, one per item class, each a row of
square cells (3:4 for armor, weapons and shields). A world's art/ folder overrides the game's sheet
of the same name, so to give your world its own swords, ship a swords sheet. A spell's casting effect is a row on
the effects sheet, chosen in the spells table.