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EXPLANATION ON DATA FILES

colors/*.bclr

Contains all colors used by palettes in hex.

Example from beige.bclr:

F0BC3C

enemies/*.benm

Contains files used to code enemies.
The first line contains the name of the audio file,
The second one gives the health and attack.

Example from morde.benm:

Boss01
2000 400

events/*.evt

Contains 'objects' on the map
The first line gives the texture file as well as the texture coordinates,
The second line specify the color palette and layering informations.
Then, you'll have different instructions attached to the event:

  • Always starting with a trigger: >on_load, >on_tick, >player_contact, >player_interaction or >player_tile.
  • COMMAND if you want to specify the use of a single command instead of an entire script.
  • Then finishing script. If you do use a command instead, use ` (Ctrl+7) instead of spaces.

Example from player_cursor.bvnt:

misc/overlay.png 1 0
none 1 0
>on_load COMMAND set_palette_player`@0
>on_tick player/cursor_tp

hitboxes/*.bhbx

Describes the shape of the hitbox of a tile with 0 (pass), @ (block) or . (none).
Contains 8 lines of 8 characters.

Example from fence_right_up.bhbx:

........
........
........
........
........
@@@@@@@@
@@@@@@@@
........

items/*.btw

Contains every information to form an item.
The first line is always the name of the item,
The second corresponds to the type of item: outfit or instrument.
The third line is composed of a maximum of 3 components:

  • The texture file of the outfit.
  • The color palette to apply to the texture. By default, it will use the one corresponding to the player.
  • A no_skin tag if the outfit ignores player's skin colour.

If it's an instrument, the fourth line will contains the audio file for fights. You can also add the volume with.
And the last line gives the health and attack bonus.

Example from outfits/morde_golden_helmet.bitm:

Morde's Golden Helmet
outfit
chars/helmet.png outfits/morde_iii no_skin
none
100 40 (+50%)

Example from instruments/glockenspiel.bitm:

Glockenspiel
instrument
none
note/iron_xylophone 150
50 1

maps/*.bmap

Maps files are used to, well, store maps.
The first 9 lines are used to give every layer, from .btlm files.
Theses are the following: ground, ground second, ground overlay, trees, trees overlay, walls, walls overlay, roofs and roofs overlay.
Then, the 10th line is used for the audio file.
WORK IN PROGRESS

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A RPG/RythmGame made in 6 weeks for a school projet

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