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Usage istructions

toneddu2000 edited this page Oct 6, 2019 · 2 revisions

After launching spriteED, go to editor to start editing.

Shortcut keys for editor

  • Left mouse click on empty space - spawn tile image and deselect
  • Right mouse click - select tile
  • Middle mouse click - delete hovered tile
  • X key - delete selected tile
  • Space key - loop trough entity types
  • Move cursor at screen margins - pan screen area

Assets directory structure

assets/sprites/ is the main folder that MUST be created inside game folder. Inside assets/sprites/ folder all your images will be automatically loaded based on image type. You must put your images in the correct folder based on type.

  • assets/sprites/ground - ground images ( used for tile like grass, rock) first type to be rendered
  • assets/sprites/ent - entities images - these are static entities like buildings, houses, wells, etc. this type supports shadow and top part image. Shadow image must be placed in assets/sprites/ent/myimage/myimage_shdw.png. Top image is used to simulate top part of building so player and npcs when travel behind that structure will be excluded from rendering. Top part must be placed in assets/sprites/ent/myimage/myimage_top.png
  • assets/sprites/npc - npc images (Non Player Characters), dynamic entities that must have an .act file to be used.

Act file

Act file is a text file that describes the behaviour of the entity. Act file must be created in a folder with th entity name. For example: assets/sprites/npc/grunt.png - this is the ent image shown in editor assets/sprites/npc/grunt/grunt/grunt.act this is the .act file used to read behaviour

Example .act file (do not add the // comments) idle:9 // idle animation has 10 frames (0-9) walk:9 attack:5 speed:0.3 // character speed health:2 // character health damage:1 // character weapon damage aggr:2 //character ostility: > 0 will hunt player

Artwork editor

Clicking on the canvas icon in editor will switch to Artwork editor. You will see some sample colors to use. Feel free to add as many color as you want rebuilding the source. Add entity in defscustom.c like this: entity menuPalRedRubin; Then in Menu_Init function in menu.c file add, after menuPalBrownVeryDark call, at new line: menuPalRedRubin CUI_ButtonPalette(menuPalBrownDark,[0.912,0.014,0.207]); Recompile src using fteqccgui.exe or fteqcc.exe and next time you'll see red rubin color palett button in your artwork editor scene. Saved artworks are saved in data/artworks

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