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moduleconfigassets

Asset Specifications

module.config allows to specify a range of custom image and sound assets. Here are the specifications.

Sound/Music Assets

Please specify all sound/music assets in .WAV or .MP3 format for full cross-platform compatibility.

  • .WAV: for short sound effects lasting 1-4 seconds
  • .MP3: for longer sound effects/background music lasting 5+ seconds.

Graphical Assets

Please supply all imagery assets in .PNG format (full 8 bit/channel; no compression). Although they work, do not use .GIF/.JPG images as those image formats are lossy and won't always produce the desired results. The game does internally compress images you input, so the .PNG images you supply do not need to have any special compression used.

Static Images

Static, i.e. non-animated images can simply be added by referencing them with their name, e.g. “nature_wood.png”. Depending on the module element, some additional offset parameters (rendering offsets) might follow.

Animated Images

To make an animated image, supply a .PNG file will all the animation frames inside that .PNG file. Ditto for static images, you list the image to use, e.g. “nature_wood.png” and then append the animation specifications. Use a “|” as divider as applicable.

The animation is defined as follows. Please insert spaces ' ' exactly as given below. Not adding the spaces as listed below will break the parser. Basically for animations, you list a number of frames to be displayed on the screen. For each frame you can specify how long & where it shall be displayed.

anime-{w}x{h}-forever : {t0}-{t1} ({xs},{ys})=>({xt},{yt}) {dw}x{dh} {blend} : ...

Meaning:

  • {w}: The width of the full animation scene (use AUTO to let the system determine automatically).
  • {h}: The height of the full animation scene (use AUTO to let the system determine automatically).
  • {t0}: The start time of the frame (milliseconds)
  • {t1}: The end time of the frame, exclusive (milliseconds).
  • {xs}: The x source coordinate of the frame in the .PNG image supplied.
  • {ys}: The y source coordinate of the frame in the .PNG image supplied.
  • {xt}: The x target coordinate in the animation scene.
  • {yt}: The y target coordinate in the animation scene.
  • {dw}: The width of the animation frame.
  • {dh}: The height of the animation frame.
  • {blend}: An optional blending color to apply to the frame in 8-char ARGB HEX (defaults to ffffffff). Using e.g. ffff0000 will make the frame appear red.
  • : …: other frames always starting with : {t0}-{t1}… (important: always add the colon ':' in front of each new frame).
moduleconfigassets.txt · Last modified: 2015-06-13 02:09 by noblemaster