Community Edition “New breath for an old well.”

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.pal in the game's art/ 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.