| Mark Damon Hughes | Hephaestus Design: Art | ||||
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A large standard library of tile art (from
DeBray Bailey's free tileset) is provided
with Hephaestus in 'images/'. You are not restricted to these images, however.
When you create your adventure, create a directory with your game's name, store
your images there, refer to that in your 'th.setTile()' calls, and
make sure you include that directory in your adventure's zip file.
The following directories are under 'images/':
Tile images must be 48x48 or larger GIFs, and must be named in a particular way: 'basefile_<frame><facing>.gif', where facing is 'n', 's', 'e', or 'w' and frame is a number from 0 to nframes-1. Tiles that have only one facing use only 'n'; tiles that have only two facings use only 'e' and 'w', and reuse 'e' for 'n', and 'w' for 's'. 'basefile' is a path relative to Hephaestus, and always uses '/' between pathnames, just like a URL or a Unix filename.
For instance, the basefile 'images/creature/bunny' refers to the files below, so it has 2 facings and 2 frames.
images/creature/bunny1_0e.gif
images/creature/bunny1_1e.gif
images/creature/bunny1_0w.gif
images/creature/bunny1_1w.gifTile images are animated in sequence, the frame changing every time the view updates, every half second.
If your GIF is larger than 48x48, it will extend above and to the right of the grid it is placed in - this is useful for giving the appearance of 3D, for lamp posts, trees, windows, etc. that you can pass behind. If you're so inclined, you can make everything rise up like that.
Even though tile images are GIF, which are restricted to 256 colors per image, the standard assumption of Hephaestus is that anyone with any sense has at least a 1024x768x24-bit display, as you can get a computer for well under $500 that does that (check Ebay). Therefore, feel free to use a custom palette for each image.
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| Copyright © 2007 by Mark Damon Hughes | email |