Doodle Codex

64px tile · 6 frames (12 for a big creature's blow) · 10 fps 108 terrain tiles78 structures30 creatures30 elites12 bodies119 wardrobe items39 NPC looks124 icons35 decor pieces259 wall pieces

The whole art library for Norfair Chronicles, a real-time overhead action RPG with a world map for travel and local scenes for play. Everything is one pencil-doodle hand on a 64×64 grid. Every sprite below is the shipped PNG strip, played at its native 10 fps loop. The last section lists what is not drawn yet.

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The sprites on this page are drawn onto canvases by a script. If you are a program, or the page looks empty, use these instead: catalog.md (the full text inventory), catalog.json, GAME_INTEGRATION.md (the engine contract) and the static labelled contact sheets:

Terrain

20 terrains, 88 variants

Square, opaque, seamless 64×64 ground, six frames at 10 fps. Each base is shown 3×3 to prove the seam. A variant is its base plus one interior feature, and tiles against everything its base does; an engine picks one by a weighted hash on all-one-terrain cells. Listed low to high in draw order: the higher terrain owns the edge between two.

waternot walkableStill water: stacked wave lines that swell and flatten in place.
lavanot walkable, hazard burnMolten rock: a slow orange flow, rafts of cooled crust, bright veins.
icewalk x1.0, slipperyA frozen lake: a pale sheet, long cracks, wind-scoured snow, glints.
cavewalk x1.0Cavern floor: dark worn rock, cracks, rubble, stubs, a glint of crystal.
ashwalk x0.9The Unlands' ground: grey ash combed into drifts over black cinder, cracked where the heat still comes up, embers winking in the cracks.
sandwalk x0.85Beach: pale combed sand, wind ripples, pebbles and broken shell.
desertwalk x0.8Dunes: yellow sand in crescent crests, each with its slip face in shade.
swampwalk x0.6Bog: slack pools between mossy hummocks, reeds, bubbles rising.
flagstoneswalk x1.0A flagged floor: big dressed slabs in three courses, mortar between.
floorboardswalk x1.0A plank floor: long boards, staggered butt joints, nails, grain.
dirtwalk x1.0Packed earth: scumbled brown, pebbles, little scratchy clods.
farmlandwalk x0.9A ploughed field: eight furrows, ridges lit, troughs dark, seedlings up.
farmland_nswalk x0.9`farmland` ploughed north-south: the same eight furrows, turned.
snowwalk x0.75A snowfield you can walk on: soft drifts with blue hollows, dry grass and the odd stone showing through.
roadswalk x1.25Cobbles: irregular stones with mortar gaps. Nearly still.
grasswalk x1.0Meadow: sloppy green block-in, cross-hatch shadow, a field of blades.
forestwalk x0.7, blocks sightCanopy from above: overlapping scribbled treetops that flutter.
mountainnot walkable, blocks projectiles, blocks sightCrags from above: a field of little peaks, lit NW, shadowed SE.
peaksnot walkable, blocks projectiles, blocks sightHigh peaks: tall snow-capped spires standing out of a snowfield.
rocknot walkable, blocks projectiles, blocks sightRock from above at a person's scale: fitted boulders, not little peaks.

Variants

shallows_lilieswaterlily pads, one in flower
shallows_rockswaterrocks breaking the surface
shallows_reedswaterreed beds with cattails
shallows_sandbarwatera sandbar with foam
shallows_wreckwaterthe ribs of a wrecked hull
magma_crustlavaa wide plate of cracked crust
magma_ventlavaa spitting spatter cone
magma_rockslavabasalt rocks in the flow
magma_whirllavaa slow turning eddy
magma_obsidianlavablades of obsidian
magma_boneslavaa charred ribcage and skull
floe_holeicea fishing hole with a rod
floe_driftsicewind-carved snowdrifts
floe_rocksicesnow-capped rocks frozen in
floe_ridgeicea pressure ridge of heaved slabs
cavern_crystalscaveglowing crystal outcrops
cavern_stalagmitescavetall stalagmites
cavern_poolcavea still black pool with a drip
cavern_mushroomscaveglowing fungus
cinders_stumpsashthree charred trunks
cinders_fissureasha glowing fissure
cinders_stonesashblack standing stones with a red rune
cinders_ventasha smoking fumarole
beach_shellssandshells, a conch and a starfish
beach_ripplessandwind ripples and a few pebbles
beach_tidepoolsanda tide pool with a starfish
beach_grasssandtussocks of marram grass
dunes_cactusdesertsaguaros and a barrel cactus
dunes_bonesdeserta ribcage and a horned skull
dunes_rocksdesertred sandstone outcrops
dunes_oasisdesertan oasis pool with two palms
dunes_ruindeserta half-buried colonnade
bog_cattailsswamptall stands of cattails
bog_snagswampa drowned dead tree
bog_liliesswampopen water with lilies
bog_toadstoolsswampa toadstool ring and fireflies
flags_crackedflagstonesa slab broken across, a corner gone
flags_mossflagstonesmoss in the joints
flags_grateflagstonesan iron drain grate
flags_wornflagstonesa sunk slab holding a puddle
planks_knotsfloorboardsknotty boards
planks_stainfloorboardsan old dark stain
planks_patchfloorboardsa new board let in and a loose one
planks_trapdoorfloorboardsa trapdoor with an iron ring
packed_rocksdirtstones, dry grass and cracks
packed_puddledirta rain puddle
packed_rutsdirtcart ruts and hoofprints
packed_scrubdirtdry thorn scrub
furrows_wheatfarmlandrows of ripe wheat
furrows_pumpkinsfarmlanda pumpkin patch
furrows_scarecrowfarmlanda scarecrow and a crow
furrows_cabbagesfarmlandrows of cabbages
furrows_ns_wheatfarmland_nsfiles of ripe wheat
furrows_ns_pumpkinsfarmland_nsa pumpkin patch
furrows_ns_scarecrowfarmland_nsa scarecrow and a crow
furrows_ns_cabbagesfarmland_nsfiles of cabbages
snowfield_pinessnowsnow-laden pines
snowfield_rockssnowsnow-capped boulders
snowfield_trackssnowa line of footprints
snowfield_snowmansnowa snowman with a red scarf
cobble_mossroadsmoss and weeds in the joints
cobble_wornroadsa missing stone and a cracked one
cobble_puddleroadsa rain puddle on the paving
cobble_leavesroadsautumn leaves in the joints
meadow_flowersgrassthree drifts of wildflowers
meadow_wildgrassmixed wildflowers, clover, long grass
meadow_rocksgrassfield stones and toadstools
meadow_stumpgrassan old stump with toadstools
meadow_stonesgrassa ring of standing stones
canopy_pinesforesta stand of conifers
canopy_autumnforesttrees turning orange and gold
canopy_clearingforesta glade with a fallen log
canopy_pondforesta forest pool with a lily
canopy_deadwoodforesta blighted stand of bare trees
canopy_ruinforestold stones in an overgrown glade
crags_highmountainone high snow-capped summit
crags_twinmountaintwo high peaks as a massif
crags_bouldersmountaina rockfall of boulders
crags_cavemountaina cave mouth under a high peak
crags_tarnmountaina tarn in a stone bowl
summit_spirepeaksone great spire
summit_glacierpeaksa crevassed glacier tongue
summit_cairnpeaksa cairn with a red pennant
summit_pinespeakssnow-laden pines
wall_mossrockmoss and grass in the hollows
wall_orerockseams of gold ore
wall_crackrocka branching fissure
wall_crystalsrockteal crystals in the face
static sheet: every terrain tile

Transitions

19 overlay, 19 shore, 18 scorch, 15 cliff atlases

Borders are a corner-Wang set drawn on a dual grid: 16 masks per terrain, six frames each. A cell with several terrains is the lowest as a base plus one overlay per higher terrain. Shore atlases replace the overlay when the lowest terrain is water (foam), scorch when it is lava (charred crust). Diagonal roads, rivers and trails stay connected by design. Cliff atlases draw a height step inside one terrain (grass over grass) from an integer height per cell: a bank on the south-facing edge and a drawn rim on the other three, with foam or a charred line at its foot where it stands in water or lava. A natural bank is earth or its own stone; ground somebody built stands on a built face (dry stone under a field, ashlar under a road or a flagged floor, upright planks under floorboards). Sixteen flights (stone and wooden stairs, earth ramps, and stairs onto a stone wall; see Structures) are the way up, and a waterfall carries a river over the step. Every overlay, shore, scorch and cliff atlas also has three alternate drawings that can be mixed in tile by tile without a seam, so a long border does not repeat. The pictures below are static proofs built from the shipped atlases.

proof map 0: every terrain meeting its neighbours
proof map 0: every terrain meeting its neighbours
proof map 1
proof map 1
proof map 2
proof map 2
one-cell diagonal paths stay continuous
one-cell diagonal paths stay continuous
pair: grass over water, 16 masks (shore)
pair: grass over water, 16 masks (shore)
pair: roads and grass
pair: roads and grass
pair: grass over lava (scorch)
pair: grass over lava (scorch)
pair: ash and snow
pair: ash and snow
pair: rock over grass (dual-grid cliff)
pair: rock over grass (dual-grid cliff)
cliffs: a height step in each of 15 terrains
cliffs: a height step in each of 15 terrains
cliff: grass plateaus over grass, dirt and sand
cliff: grass plateaus over grass, dirt and sand
cliff wash: a step standing in water (foam) and in lava (char)
cliff wash: a step standing in water (foam) and in lava (char)
alternates: the same border in each of its four drawings
alternates: the same border in each of its four drawings
alternates: one coast with the primary only, and with all four mixed
alternates: one coast with the primary only, and with all four mixed
cliff alternates: the same height step in each of its four drawings
cliff alternates: the same height step in each of its four drawings

Wall kits

5 materials x 47 pieces, 24 door and gate pieces, 12 windows

Hand-placeable walls on the ordinary grid: one still piece per cell, and the cell is what it blocks. The name says where the piece sits in a wall; a 256-entry lookup on the eight neighbours picks it automatically. Walls do not animate. Kinds: interior (face 36 px); rock (face 24 px); stone (face 30 px); stone_low (face 12 px); timber (face 28 px). A door or gate replaces one straight piece of a run and ships closed and open. A window is swapped in the same way, in a south-facing run or edge of the interior, stone, timber kits, dark and lit; it blocks as the wall does. Kits join each other with a butt joint: 16 small joint pieces per kit close the cut end where the neighbouring cell is a wall of another material. Or with a bond, drawn instead of the joint where two kits are built as one wall: the stronger kit's courses run a tooth or two into the weaker one's face (80 bond pieces, on east and west sides that show face).

interior

wall interior: single
singleinterior
wall interior: end_w
end_winterior
wall interior: corner_nw
corner_nwinterior
wall interior: straight_ew
straight_ewinterior
wall interior: corner_se
corner_seinterior
wall interior: straight_ns
straight_nsinterior
wall interior: edge_s
edge_sinterior
wall interior: tee_s
tee_sinterior
wall interior: solid
solidinterior
wall interior: inner_ne
inner_neinterior
wall interior: cross
crossinterior
wall interior: door_ew_closed
door_ew_closedinterior door
wall interior: door_ew_open
door_ew_openinterior door
wall interior: door_edge_s_closed
door_edge_s_closedinterior door
wall interior: door_edge_s_open
door_edge_s_openinterior door
wall interior: window_ew_dark
window_ew_darkinterior window, seen from inside
wall interior: window_ew_lit
window_ew_litinterior window, seen from inside
wall interior: window_edge_s_dark
window_edge_s_darkinterior window, seen from inside
wall interior: window_edge_s_lit
window_edge_s_litinterior window, seen from inside
static sheet: every interior piece
interior: a yard, a maze and a line built from the kit
interior: a yard, a maze and a line built from the kit
interior: the pieces in place, labelled
interior: the pieces in place, labelled

rock

wall rock: single
singlerock
wall rock: end_w
end_wrock
wall rock: corner_nw
corner_nwrock
wall rock: straight_ew
straight_ewrock
wall rock: corner_se
corner_serock
wall rock: straight_ns
straight_nsrock
wall rock: edge_s
edge_srock
wall rock: tee_s
tee_srock
wall rock: solid
solidrock
wall rock: inner_ne
inner_nerock
wall rock: cross
crossrock
wall rock: door_ew_closed
door_ew_closedrock door
wall rock: door_ew_open
door_ew_openrock door
wall rock: door_edge_s_closed
door_edge_s_closedrock door
wall rock: door_edge_s_open
door_edge_s_openrock door
static sheet: every rock piece
rock: a yard, a maze and a line built from the kit
rock: a yard, a maze and a line built from the kit
rock: the pieces in place, labelled
rock: the pieces in place, labelled

stone

wall stone: single
singlestone
wall stone: end_w
end_wstone
wall stone: corner_nw
corner_nwstone
wall stone: straight_ew
straight_ewstone
wall stone: corner_se
corner_sestone
wall stone: straight_ns
straight_nsstone
wall stone: edge_s
edge_sstone
wall stone: tee_s
tee_sstone
wall stone: solid
solidstone
wall stone: inner_ne
inner_nestone
wall stone: cross
crossstone
wall stone: door_ew_closed
door_ew_closedstone door
wall stone: door_ew_open
door_ew_openstone door
wall stone: door_edge_s_closed
door_edge_s_closedstone door
wall stone: door_edge_s_open
door_edge_s_openstone door
wall stone: gate_ew_closed
gate_ew_closedstone door
wall stone: gate_ew_open
gate_ew_openstone door
wall stone: gate_edge_s_closed
gate_edge_s_closedstone door
wall stone: gate_edge_s_open
gate_edge_s_openstone door
wall stone: window_ew_dark
window_ew_darkstone window, seen from outside
wall stone: window_ew_lit
window_ew_litstone window, seen from outside
wall stone: window_edge_s_dark
window_edge_s_darkstone window, seen from outside
wall stone: window_edge_s_lit
window_edge_s_litstone window, seen from outside
static sheet: every stone piece
stone: a yard, a maze and a line built from the kit
stone: a yard, a maze and a line built from the kit
stone: the pieces in place, labelled
stone: the pieces in place, labelled

stone_low

wall stone_low: single
singlestone_low
wall stone_low: end_w
end_wstone_low
wall stone_low: corner_nw
corner_nwstone_low
wall stone_low: straight_ew
straight_ewstone_low
wall stone_low: corner_se
corner_sestone_low
wall stone_low: straight_ns
straight_nsstone_low
wall stone_low: edge_s
edge_sstone_low
wall stone_low: tee_s
tee_sstone_low
wall stone_low: solid
solidstone_low
wall stone_low: inner_ne
inner_nestone_low
wall stone_low: cross
crossstone_low
static sheet: every stone_low piece
stone_low: a yard, a maze and a line built from the kit
stone_low: a yard, a maze and a line built from the kit
stone_low: the pieces in place, labelled
stone_low: the pieces in place, labelled

timber

wall timber: single
singletimber
wall timber: end_w
end_wtimber
wall timber: corner_nw
corner_nwtimber
wall timber: straight_ew
straight_ewtimber
wall timber: corner_se
corner_setimber
wall timber: straight_ns
straight_nstimber
wall timber: edge_s
edge_stimber
wall timber: tee_s
tee_stimber
wall timber: solid
solidtimber
wall timber: inner_ne
inner_netimber
wall timber: cross
crosstimber
wall timber: door_ew_closed
door_ew_closedtimber door
wall timber: door_ew_open
door_ew_opentimber door
wall timber: door_edge_s_closed
door_edge_s_closedtimber door
wall timber: door_edge_s_open
door_edge_s_opentimber door
wall timber: gate_ew_closed
gate_ew_closedtimber door
wall timber: gate_ew_open
gate_ew_opentimber door
wall timber: gate_edge_s_closed
gate_edge_s_closedtimber door
wall timber: gate_edge_s_open
gate_edge_s_opentimber door
wall timber: window_ew_dark
window_ew_darktimber window, seen from outside
wall timber: window_ew_lit
window_ew_littimber window, seen from outside
wall timber: window_edge_s_dark
window_edge_s_darktimber window, seen from outside
wall timber: window_edge_s_lit
window_edge_s_littimber window, seen from outside
static sheet: every timber piece
timber: a yard, a maze and a line built from the kit
timber: a yard, a maze and a line built from the kit
timber: the pieces in place, labelled
timber: the pieces in place, labelled
all five kits in one building: a butt joint wherever two materials meet
all five kits in one building: a butt joint wherever two materials meet
the same kinds of wall bonded: the stronger kit keyed into the weaker one's face
the same kinds of wall bonded: the stronger kit keyed into the weaker one's face
bonds close up: a butt joint beside its bond, for each pair of kits
bonds close up: a butt joint beside its bond, for each pair of kits

Structures and props

78 props, 39 at a person's scale

Cut-outs that stand on terrain, drawn in elevation with a ground shadow. map scale means a landmark for the world map (a castle two tiles wide); local scale means drawn to stand beside a person. Trees block only the trunk, so a person can walk behind the crown; a street lamp, a shop sign and a market stall block their foot the same way. A rug and a mat are floor pieces: flat, walked over, drawn under everyone. 28 props have a second state (awake, dark, dive, erupt, moored, open, raided, sealed). A state that plays once (a gate, a lid, a ship mooring) starts on the idle picture and holds its last frame; play it backwards to undo it. The waterfall stands across a cliff edge on water. The sixteen flights are where a unit climbs: stone stairs, wooden stairs and an earth ramp stand across a cliff edge, one cell on the high ground and one on the low (16 px), and stairs_wall climbs 30 px from the ground onto the top of a stone wall. Each comes in four directions.

castle2x2 tiles, map scaleA keep behind a curtain wall, corner towers, a gatehouse, one banner.
castle: open2x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
tower1x2 tiles, map scaleA watchtower: battered shaft, machicolated crown, one small pennant.
dungeon1x1 tiles, map scaleA trilithon doorway into a rocky mound. Almost still; something blinks.
town_hamlet1x1 tiles, map scaleTwo dwellings and a fence. The smallest settlement that reads as one.
town_hamlet: raided1x1 tiles, map scaleburning, for as long as it lasts
town_crossroads2x1 tiles, map scaleThree buildings strung along a road: cottage, inn, barn.
town_crossroads: raided2x1 tiles, map scaleburning, for as long as it lasts
town_market2x1 tiles, map scaleA hall and three stalls under awnings. The awnings are what move.
town_market: raided2x1 tiles, map scaleburning, for as long as it lasts
town_village2x2 tiles, map scaleTwo rows of buildings, a well and a tree. The largest settlement.
town_village: raided2x2 tiles, map scaleburning, for as long as it lasts
bridge2x1 tiles, map scale, passableA humped stone bridge on two arches, seen from the side.
windmill1x2 tiles, map scaleA whitewashed tower mill. The sails turn; nothing else does.
ruins2x1 tiles, map scaleWhat is left of a temple: a wall end, a colonnade, one lintel still up.
graveyard1x1 tiles, map scaleFive markers behind an iron railing, a fresh grave, and a wisp.
mine1x1 tiles, map scaleA timbered adit into a hillside, with rails running out of it.
camp1x1 tiles, map scaleA ridge tent and a fire. Somebody is nearby, or was a minute ago.
bridge_ns1x2 tiles, map scale, passableThe same stone bridge, running north to south: you look along its deck.
dock2x1 tiles, map scale, passableA plank jetty on four piles, with a rowboat tied up at the end.
fence1x1 tiles, map scaleA run of post-and-rail, one rail slipped. The edge of somebody's field.
well1x1 tiles, map scaleA stone well under a little roof. The bucket swings; nothing else does.
signpost1x1 tiles, map scaleA fingerpost with two boards and a crow on top of it.
castle_citadel2x2 tiles, map scaleA sandstone citadel: one great round tower under a spire, two turrets.
castle_citadel: open2x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
tower_wizard1x2 tiles, map scaleA mage's tower: it leans, the top is too big for it, the hat is bent.
dungeon_crypt1x1 tiles, map scaleA little mausoleum: steps, two columns, a pediment, a way down.
tree_oak1x2 tiles, local scale
tree_pine1x2 tiles, local scale
tree_birch1x2 tiles, local scale
chest1x1 tiles, local scaleA banded chest. `open` swings the lid up and back on its rear hinge; frame 0 of `open` is the idle drawing, and an engine holds frame 5.
chest: open1x1 tiles, local scaleit opens (a gate, a door, a lid), and stays open
hut2x2 tiles, local scaleA log hut with a door a person fits. `open` swings the door in on its left hinge; frame 0 is idle, and an engine holds frame 5 while it is open.
hut: open2x2 tiles, local scaleit opens (a gate, a door, a lid), and stays open
table1x1 tiles, local scaleA plank table laid for one: a mug, a loaf and a candle.
bed1x2 tiles, local scaleA bed with its head to the north wall, one tile wide and two long.
shelf1x1 tiles, local scaleA dresser against the wall: books above, jars and a pot, a cupboard below. The back is dark so that what stands on the boards shows.
barrel1x1 tiles, local scaleA coopered barrel standing on end.
crate1x1 tiles, local scaleA slatted packing crate: raw planks in a frame, one diagonal brace.
hearth1x1 tiles, local scaleA stone fireplace with a fire in it, against the north wall.
volcano3x2 tiles, map scaleA fire mountain, six tiles: Hellfire Island, the Firebreak Peaks.
volcano: erupt3x2 tiles, map scaleerupting, for as long as it lasts
palace2x2 tiles, map scaleA palace of domes and minarets on its own rock, four tiles.
palace: raided2x2 tiles, map scaleburning, for as long as it lasts
ship2x1 tiles, map scaleA two-masted ship under sail, two tiles: the sea lanes of the map.
ship: moored2x1 tiles, map scalesails furled, at anchor
stronghold3x2 tiles, map scaleA black fortress of spires, six tiles: the Ghora'Khar Dominion.
stronghold: open3x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
city3x2 tiles, map scaleA walled city, six tiles: the Imperial Capital, Veylorn, LeManns.
city: open3x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
city: raided3x2 tiles, map scaleburning, for as long as it lasts
city_timber3x2 tiles, map scaleA walled town of timber and thatch, six tiles: the second city.
city_timber: open3x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
city_timber: raided3x2 tiles, map scaleburning, for as long as it lasts
castle_ruin3x2 tiles, map scaleAn abandoned castle on a crag, six tiles: DragonLock.
bastion2x2 tiles, map scaleAn iron works with walls on, four tiles: Coghollow Bastion.
bastion: open2x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
fort2x2 tiles, map scaleA timber fort, four tiles: the Rogue Marches, the border states.
fort: open2x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
fort: raided2x2 tiles, map scaleburning, for as long as it lasts
great_tree2x2 tiles, map scaleA tree that is a place, four tiles: Silver Arrow Woods, Draco Forest.
great_tree: raided2x2 tiles, map scaleburning, for as long as it lasts
cave_mouth2x1 tiles, map scaleA cave in a rock outcrop, two tiles: the Cave of Descendants.
cave_mouth: sealed2x1 tiles, map scalea rockfall closes the mouth
sea_serpent2x1 tiles, map scaleA serpent breaking the surface, two tiles: here be monsters.
sea_serpent: dive2x1 tiles, map scaleit goes under, and the sea closes
stilt_village2x1 tiles, map scaleThatched huts on stilts over a marsh, two tiles: Poko, the Flooding Plains.
stilt_village: raided2x1 tiles, map scaleburning, for as long as it lasts
spires1x2 tiles, map scaleNeedles of black glass, two tiles tall: the Obsidian Wastes, the Valley of Shadows.
spires: awake1x2 tiles, map scaleits light is roused
house2x2 tiles, local scaleA half-timbered cottage under red tiles, with a front gable.
house: open2x2 tiles, local scaleit opens (a gate, a door, a lid), and stays open
inn3x2 tiles, local scaleAn inn, six tiles: two storeys, a hanging sign, a counter under an awning.
inn: open3x2 tiles, local scaleit opens (a gate, a door, a lid), and stays open
tower_legend1x2 tiles, map scaleThe Tower of Legend, two tiles tall: a shaft that widens as it climbs.
tower_legend: dark1x2 tiles, map scaleits lights are out
lighthouse1x2 tiles, map scaleA lighthouse on its own rock, two tiles tall. The lamp is the animation.
lighthouse: dark1x2 tiles, map scaleits lights are out
mountain_fortress3x2 tiles, map scaleA fortress built up the face of a mountain, six tiles.
mountain_fortress: open3x2 tiles, map scaleit opens (a gate, a door, a lid), and stays open
temple2x2 tiles, map scaleA temple, four tiles: steps, a colonnade, a pediment, and a god at home.
temple: dark2x2 tiles, map scaleits lights are out
stairs_s1x2 tiles, local scale, passableA stone flight down a bank that faces the viewer: treads and risers.
stairs_n1x2 tiles, local scale, passableThe flight down the far side of a step: you look along it from above.
stairs_e2x1 tiles, local scale, passableThe flight down a step's east flank. See `_stairs_flank`.
stairs_w2x1 tiles, local scale, passableThe flight down a step's west flank. See `_stairs_flank`.
stairs_wood_s1x2 tiles, local scale, passableA plank flight down a bank that faces the viewer: `stairs_s` in wood.
stairs_wood_n1x2 tiles, local scale, passableThe plank flight down the far side of a step: `stairs_n` in wood.
stairs_wood_e2x1 tiles, local scale, passableThe plank flight down a step's east flank. See `_wood_flank`.
stairs_wood_w2x1 tiles, local scale, passableThe plank flight down a step's west flank. See `_wood_flank`.
ramp_s1x2 tiles, local scale, passableAn earth ramp down a bank that faces the viewer. No risers at all.
ramp_n1x2 tiles, local scale, passableThe earth ramp down the far side of a step: you look along it.
ramp_e2x1 tiles, local scale, passableThe earth ramp down a step's east flank. See `_ramp_flank`.
ramp_w2x1 tiles, local scale, passableThe earth ramp down a step's west flank. See `_ramp_flank`.
stairs_wall_s1x2 tiles, local scale, passableA stone flight down the south face of a `stone` wall: twice `stairs_s`.
stairs_wall_n1x2 tiles, local scale, passableThe flight down the north side of a `stone` wall: `stairs_n`, longer.
stairs_wall_e2x1 tiles, local scale, passableThe flight down the east end of a stone wall. See `_wall_flank`.
stairs_wall_w2x1 tiles, local scale, passableThe flight down the west end of a stone wall. See `_wall_flank`.
lamp1x2 tiles, local scaleA street lamp: an iron post on a stone foot, a lantern on a crook.
lamp: dark1x2 tiles, local scaleits lights are out
sign_inn1x2 tiles, local scaleThe tankard: somewhere to eat, drink and sleep. See `_shop_sign`.
sign_smith1x2 tiles, local scaleThe anvil: arms and armour, made and mended. See `_shop_sign`.
sign_shop1x2 tiles, local scaleThe purse and its coin: things bought and sold. See `_shop_sign`.
sign_healer1x2 tiles, local scaleThe red flask: potions and mending. See `_shop_sign`.
stall2x2 tiles, local scaleA greengrocer's stall under a red awning. See `_stall`.
stall_wares2x2 tiles, local scaleA pedlar's stall under a blue awning: pots and cloth. See `_stall`.
rug2x1 tiles, local scale, passableA long woven rug, two cells: a border, three lozenges, a fringe.
mat1x1 tiles, local scale, passableA round rag mat, one cell: a braid coiled out from its middle.
waterfall1x2 tiles, local scaleA river over a south-facing step, one cell wide (`transitions.CLIFFS`).
static sheet: every structure

Monsters

30 creatures, 30 elites, 211 states x 4 facings

Cut-out actors. Every creature has idle, walk, attack, hurt, die and poof (the corpse vanishing in smoke) in four facings, and every one adds a signature. Below: idle in all four facings, then every other state facing down. Tier is difficulty 1–5. An elite is its base creature in another palette with the same silhouette, and every creature has one. The seven big creatures (ogre, treant, dragon and the four lords) play their attack, walk, signature and death over 12 frames instead of 6: a wind-up, the blow, a follow-through and a recovery; a stagger, a fall and a landing. Every state and facing carries a measured box per frame, and a hit box on the frame the blow lands.

slime tier 1 · normal · 1x1 tiles

A dome of goo that squashes and stretches in place.
states: idle, walk, attack, hurt, die, split, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
splitdown
poofdown
static sheet: slime, every state x 6 frames, facing right

rat tier 1 · normal · 1x1 tiles

A rat seen from the front or from behind; `_rat_side` is its profile.
states: idle, walk, attack, hurt, die, pounce, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
pouncedown
poofdown
static sheet: rat, every state x 6 frames, facing right

frog tier 1 · normal · 1x1 tiles

A giant frog: all mouth, two eyes on top, and legs folded like springs.
states: idle, walk, attack, hurt, die, tongue, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
tonguedown
poofdown
static sheet: frog, every state x 6 frames, facing right

crab tier 1 · normal · 1x1 tiles

A crab: a wide shell on six legs, two eyes on stalks and one claw much too big for it.
states: idle, walk, attack, hurt, die, bubble, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
bubbledown
poofdown
static sheet: crab, every state x 6 frames, facing right

imp tier 1 · normal · 1x1 tiles

A goblin's worth of devil: horns up, wings out, a tail with a coal on it.
states: idle, walk, attack, hurt, die, ember, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
emberdown
poofdown
static sheet: imp, every state x 6 frames, facing right

serpent tier 1 · normal · 1x1 tiles

A marsh adder: two coils on the ground and a neck standing out of them.
states: idle, walk, attack, hurt, die, spit, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
spitdown
poofdown
static sheet: serpent, every state x 6 frames, facing right

skeleton tier 2 · normal · 1x1 tiles

Bone, so it barely boils - it is the one creature nearly as still as a wall.
states: idle, walk, attack, hurt, die, cast, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
castdown
poofdown
static sheet: skeleton, every state x 6 frames, facing right

wolf tier 2 · normal · 1x1 tiles

A wolf seen from the front or from behind; `_wolf_side` is its profile.
states: idle, walk, attack, hurt, die, howl, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
howldown
poofdown
static sheet: wolf, every state x 6 frames, facing right

boar tier 2 · normal · 1x1 tiles

A boar seen from the front or from behind; `_boar_side` is its profile.
states: idle, walk, attack, hurt, die, charge, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
chargedown
poofdown
static sheet: boar, every state x 6 frames, facing right

zombie tier 2 · normal · 1x1 tiles

A zombie: a goblin's height and nobody home. Arms out, head on one side.
states: idle, walk, attack, hurt, die, spew, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
spewdown
poofdown
static sheet: zombie, every state x 6 frames, facing right

harpy tier 2 · normal · 1x1 tiles

A harpy: yellow wings, bird legs, a pale face and a shock of blue hair.
states: idle, walk, attack, hurt, die, fly, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
flydown
poofdown
static sheet: harpy, every state x 6 frames, facing right

beastman tier 2 · normal · 1x1 tiles

The Dominion's foot soldier: a bull's head on an orc's shoulders.
states: idle, walk, attack, hurt, die, warcry, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
warcrydown
poofdown
static sheet: beastman, every state x 6 frames, facing right

scorpion tier 2 · normal · 1x1 tiles

A desert scorpion: a low plated body, two claws out in front, and a tail arched over all of it with a barb on the end.
states: idle, walk, attack, hurt, die, venom, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
venomdown
poofdown
static sheet: scorpion, every state x 6 frames, facing right

merrow tier 2 · normal · 1x1 tiles

A fish-man out of the surf: a fin crest on the skull, fins for ears, flippers for feet, a pale belly and a trident carried like a staff.
states: idle, walk, attack, hurt, die, tide, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
tidedown
poofdown
static sheet: merrow, every state x 6 frames, facing right

orc tier 3 · normal · 1x1 tiles

Shoulders first. An orc is a goblin that got the gym membership.
states: idle, walk, attack, hurt, die, cleave, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
cleavedown
poofdown
static sheet: orc, every state x 6 frames, facing right

wraith tier 3 · normal · 1x1 tiles

A hood with nothing in it, and a hem that never reaches the ground.
states: idle, walk, attack, hurt, die, cast, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
castdown
poofdown
static sheet: wraith, every state x 6 frames, facing right

yeti tier 3 · normal · 1x1 tiles

A yeti: a tile-filling heap of white fur with a blue face set into it.
states: idle, walk, attack, hurt, die, roar, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
roardown
poofdown
static sheet: yeti, every state x 6 frames, facing right

golem tier 3 · normal · 1x1 tiles

A golem: stacked grey blocks, two boulder fists and a rune that is lit.
states: idle, walk, attack, hurt, die, slam, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
slamdown
poofdown
static sheet: golem, every state x 6 frames, facing right

frostshard tier 3 · normal · 1x1 tiles

An ice elemental: one big crystal hanging in the air with two cold eyes in it, and four splinters hanging round it. Nothing touches the ground.
states: idle, walk, attack, hurt, die, nova, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
novadown
poofdown
static sheet: frostshard, every state x 6 frames, facing right

ashfiend tier 3 · normal · 1x1 tiles

An ash elemental: a whirling column of cinders rooted where it stands, two coals for eyes and two arms of smoke.
states: idle, walk, attack, hurt, die, cinders, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
cindersdown
poofdown
static sheet: ashfiend, every state x 6 frames, facing right

rangoskhar tier 5 · boss · 1x2 tiles

1x2. Rangos'Khar: a grey minotaur, white-maned, with an axe in both hands and horns that burn along their cracks.
states: idle, walk, attack, hurt, die, slam, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
slamdown
poofdown
static sheet: rangoskhar, every state x 6 or 12 frames, facing right

ramulos tier 5 · boss · 1x2 tiles

1x2. Ramulos the Lion Lord, Ghora'Khar's rival: gold over navy, a mane wider than his shoulders and a small crown lost in it.
states: idle, walk, attack, hurt, die, roar, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
roardown
poofdown
static sheet: ramulos, every state x 6 or 12 frames, facing right

darkhorn tier 5 · boss · 1x2 tiles

1x2. Darkhorn, the horned sorcerer: a hood with nothing in it but two green lights, a spiked mantle, and a robe that reaches the ground.
states: idle, walk, attack, hurt, die, cast, poof

idledown
idleleft
idleright
idleup
walkdown
attackdown
hurtdown
diedown
castdown
poofdown
static sheet: darkhorn, every state x 6 or 12 frames, facing right

Elites

slime_elitetier 1
rat_elitetier 1
bat_elitetier 1
frog_elitetier 1
crab_elitetier 1
goblin_elitetier 2
skeleton_elitetier 2
wolf_elitetier 2
boar_elitetier 2
zombie_elitetier 2
harpy_elitetier 2
orc_elitetier 3
spider_elitetier 3
wraith_elitetier 3
yeti_elitetier 3
golem_elitetier 3
serpent_elitetier 1
scorpion_elitetier 2
merrow_elitetier 2
frostshard_elitetier 3
ashfiend_elitetier 3
imp_elitetier 1
beastman_elitetier 2
ogre_elitetier 4
treant_elitetier 4
dragon_elitetier 5
ghorakhar_elitetier 5
rangoskhar_elitetier 5
ramulos_elitetier 5
darkhorn_elitetier 5
static sheet: every monster

People: heroes and NPCs

12 bodies, 9 skins, 7 hair colours, 16 states

People are a paperdoll: a body in underwear plus wardrobe pieces the engine stacks, so any body can wear any item. Every piece exists for every body, state and facing. The strips below are composed from the shipped pieces exactly as an engine would.

Bodies

heroplayer
hero2player
m_lankynpc body
m_burlynpc body
m_portlynpc body
m_stockynpc body
m_eldernpc body
f_slendernpc body
f_athleticnpc body
f_curvynpc body
f_stoutnpc body
f_eldernpc body

Skins and hair colours

porcelainskin
fairskin
tanskin
brownskin
umberskin
deepskin
ashskin
sylvanskin
azureskin
blackhair colour
brownhair colour
chestnuthair colour
redhair colour
blondehair colour
greyhair colour
whitehair colour

Hero builds

clothesheroshirt_linen, trousers_brown, shoes, toy_sword, toy_shield
leatherheroshirt_linen, trousers_brown, jerkin_leather, boots, cap_leather, sword, buckler
rangerherotunic_green, leggings_leather, jerkin_ranger, boots, cloak_green, hood_green, bow
chainherogambeson, trousers_grey, hauberk_chain, boots, coif_chain, mace, shield_round
knightherogambeson, chausses_chain, hauberk_chain, boots, tabard_blue, helm_nasal, sword, shield_kite
plateherogambeson, greaves_plate, cuirass_plate, sabatons_plate, cloak_red, helm_great, longsword, shield_kite
battlemageherorobe_blue, boots, mantle_mage, cape_purple, circlet_gold, staff_crystal, book
dragonherogambeson_red, greaves_dragon, cuirass_dragon, sabatons_dragon, cape_red, helm_dragon, sword_dragon, shield_dragon
darkherogambeson_black, greaves_dark, cuirass_dark, sabatons_dark, cape_tattered, helm_dark, sword_dark, shield_dark
lightherogambeson_white, greaves_light, cuirass_light, sabatons_light, cape_white, helm_light, sword_light, shield_light
clotheshero2shirt_linen, trousers_brown, shoes, toy_sword, toy_shield
leatherhero2shirt_linen, trousers_brown, jerkin_leather, boots, cap_leather, sword, buckler
rangerhero2tunic_green, leggings_leather, jerkin_ranger, boots, cloak_green, hood_green, bow
chainhero2gambeson, trousers_grey, hauberk_chain, boots, coif_chain, mace, shield_round
knighthero2gambeson, chausses_chain, hauberk_chain, boots, tabard_blue, helm_nasal, sword, shield_kite
platehero2gambeson, greaves_plate, cuirass_plate, sabatons_plate, cloak_red, helm_great, longsword, shield_kite
battlemagehero2robe_blue, boots, mantle_mage, cape_purple, circlet_gold, staff_crystal, book
dragonhero2gambeson_red, greaves_dragon, cuirass_dragon, sabatons_dragon, cape_red, helm_dragon, sword_dragon, shield_dragon
darkhero2gambeson_black, greaves_dark, cuirass_dark, sabatons_dark, cape_tattered, helm_dark, sword_dark, shield_dark
lighthero2gambeson_white, greaves_light, cuirass_light, sabatons_light, cape_white, helm_light, sword_light, shield_light

NPC looks

farmerm_stockyshirt_linen, breeches_tan, boots, hat_straw, pitchfork
smithm_burlytrousers_grey, boots, apron_leather, bandana_red, hammer
merchantm_portlydoublet_teal, trousers_blue, shoes, hat_feather, book
noblem_stockydoublet_purple, trousers_black, boots_tall, cape_red, circlet_gold, scimitar
guardm_burlygambeson, trousers_brown, hauberk_chain, boots, tabard_red, helm_kettle, spear, shield_round
priestm_elderrobe_white, sandals, circlet_gold, staff, book
wizardm_lankyrobe_purple, shoes, hat_wizard, staff_orb, tome_dark
monkf_curvyrobe_brown, sandals, hood_brown, staff
innkeeperm_portlydress_green, shoes, apron_white, headscarf_blue, lantern
barmaidf_curvyblouse_white, skirt_red, shoes, apron_white
jesterm_lankydoublet_red, trousers_blue, shoes, cap_jester
bardm_burlytunic_red, trousers_green, boots_tall, hat_feather, cape_purple, dagger
hunterf_athletictunic_brown, leggings_leather, boots, hood_green, bow
sagem_stockyrobe_grey, sandals, cane, lantern
queenf_slenderdress_purple, shoes, crown_gold, cape_red
villagerf_slenderdress_blue, shoes, headscarf_blue
ladyf_athleticdress_red, shoes, circlet_gold, cloak_blue
watchmanf_curvytunic_blue, trousers_black, boots, cap_leather, torch, axe
cultistf_stout - hostilerobe_grey, sandals, hood_black, tome_dark, dagger
fisherf_eldertunic_blue, breeches_tan, boots_tall, hat_straw, fishing_rod, basket
minerm_lankyshirt_linen, trousers_grey, boots, cap_leather, pickaxe, lantern
herbalistm_burlytunic_green, skirt_green, shoes, hood_green, basket
bakerm_portlyblouse_white, trousers_brown, shoes, apron_white, bandana_red, sack
shepherdm_stockytunic_brown, breeches_tan, boots, cloak_brown, hat_straw, staff
courierm_elderdoublet_red, trousers_grey, boots_tall, cap_leather, sack
pilgrimf_slendertunic_brown, trousers_brown, sandals, cloak_brown, hood_brown, cane, sack
alchemistf_athleticrobe_blue, shoes, apron_leather, hat_wizard_blue, book
healerf_curvyrobe_white, shoes, apron_white, headscarf_blue, basket
captainf_stoutgambeson, chausses_chain, hauberk_chain, boots_tall, tabard_red, cloak_blue, helm_nasal, sword, shield_kite
sailorf_eldershirt_linen, trousers_blue, boots, bandana_red, sack
marsh_villagerm_lankytunic_green, breeches_tan, sandals, hat_straw, basket
kingm_portlydoublet_purple, trousers_black, boots_tall, cape_red, crown_gold, longsword
imperial_soldierm_portlygambeson_white, chausses_chain, hauberk_chain, boots, tabard_blue, helm_nasal, spear, shield_kite
piratem_stocky - hostileshirt_linen, trousers_black, boots_tall, bandana_red, cape_tattered, scimitar
dominion_soldierm_elder - hostilegambeson_black, trousers_black, hauberk_chain, boots, tabard_red, helm_great, axe, shield_round
banditf_slender - hostiletunic_brown, trousers_black, jerkin_leather, boots, hood_black, scimitar, buckler
bandit_archerf_athletic - hostiletunic_brown, trousers_black, jerkin_ranger, boots, bandana_red, bow
necromancerm_elder - hostilerobe_black, boots, hood_black, staff_orb, tome_dark
deserterf_stout - hostilegambeson, chausses_chain, hauberk_chain, boots, cloak_brown, coif_chain, axe, shield_round

The 16 states (hero in "leather", facing down)

idlecyclic
walkcyclic
attack
hurt
dieholds last frame
shoot
cast
roll
blockhold frames [2, 3]
dodge
cowerhold frames [2, 4]
cheer
interacthold frames [2, 3]
runcyclic
fleecyclic
talkcyclic
hunter: shootright
wizard: castright

Four facings (walk)

walkdown
walkleft
walkright
walkup

Wardrobe

119 items across 9 slots, each fitted to all 12 bodies: tabard: apron_leather, apron_white, tabard_blue, tabard_red; mainhand: axe, bow, cane, dagger, fishing_rod, hammer, longsword, mace, pickaxe, pitchfork, scimitar, spear, staff, staff_crystal, staff_orb, sword, sword_dark, sword_dragon, sword_light, toy_sword; head: bandana_red, cap_jester, cap_leather, circlet_gold, coif_chain, crown_gold, hat_feather, hat_straw, hat_wizard, hat_wizard_blue, headscarf_blue, helm_dark, helm_dragon, helm_great, helm_kettle, helm_light, helm_nasal, hood_black, hood_brown, hood_green; offhand: basket, book, buckler, lantern, sack, shield_dark, shield_dragon, shield_kite, shield_light, shield_round, tome_dark, torch, toy_shield; torso: blouse_white, doublet_purple, doublet_red, doublet_teal, dress_blue, dress_green, dress_purple, dress_red, gambeson, gambeson_black, gambeson_red, gambeson_white, robe_black, robe_blue, robe_brown, robe_grey, robe_purple, robe_white, shirt_linen, tunic_blue, tunic_brown, tunic_green, tunic_red; feet: boots, boots_tall, sabatons_dark, sabatons_dragon, sabatons_light, sabatons_plate, sandals, shoes; legs: breeches_tan, chausses_chain, greaves_dark, greaves_dragon, greaves_light, greaves_plate, leggings_leather, skirt_blue, skirt_green, skirt_red, trousers_black, trousers_blue, trousers_brown, trousers_green, trousers_grey; cloak: cape_purple, cape_red, cape_tattered, cape_white, cloak_blue, cloak_brown, cloak_green, cloak_red; armor: cuirass_dark, cuirass_dragon, cuirass_light, cuirass_plate, hauberk_chain, jerkin_leather, jerkin_ranger, mantle_mage.

every wardrobe item on the hero body

UI and portraits

8 nine-slice pieces, 3 bar fills, 2 cursors, 4 fonts, portraits for 12 bodies and 4 lords

Parchment UI as nine-slice pieces (corners fixed, edges tiled), inventory slots, bars whose fill tiles, cursors, and two handwritten bitmap fonts, each in two sizes and two pencils (ink and chalk): hand, the game's own printed pencil, and cute, a middle-schooler's rounder, friendlier writing. Both cover Western and Central European accents, and both also ship as a .ttf. Dialogue portraits are layered from the same wardrobe as the sprite, so a portrait always matches what the person is wearing, and carry the face detail a 64 px sprite cannot: irises, lids, nose, mouth, wrinkles, freckles, scars. Portraits are stills, facing the viewer.

portrait: king
kingm_portly
portrait: queen
queenf_slender
portrait: wizard
wizardm_lanky
portrait: guard
guardm_burly
portrait: barmaid
barmaidf_curvy
portrait: farmer
farmerm_stocky
portrait: pirate
piratef_athletic
portrait: necromancer
necromancerm_elder
portrait: hunter
hunterf_athletic
portrait: jester
jesterf_elder
portrait: sailor
sailorm_lanky
portrait: imperial_soldier
imperial_soldierm_burly
portrait: hero
herolight
portrait: hero2
hero2light
portrait: ghorakhar
ghorakharlord
portrait: rangoskhar
rangoskharlord
portrait: ramulos
ramuloslord
portrait: darkhorn
darkhornlord
ui: panel
panelnine-slice, corner 24
ui: button
buttonnine-slice, corner 12
ui: button_hover
button_hovernine-slice, corner 12
ui: button_pressed
button_pressednine-slice, corner 12
ui: frame
framenine-slice, corner 16
ui: slot
slotnine-slice, corner 12
ui: slot_selected
slot_selectednine-slice, corner 12
ui: minimap
minimapnine-slice, corner 20
bar: health
bar: healthtrack + tiled fill at 65%
bar: stamina
bar: staminatrack + tiled fill at 65%
bar: mana
bar: manatrack + tiled fill at 65%
cursor: cursor
cursorhotspot [3, 3]
cursor: cursor_target
cursor_targethotspot [16, 16]
inventory slot
slotwith icon sword
inventory slot
slot_selectedwith icon potion_health
inventory slot
slotempty

Status icons

status: poison
poisonharms, round chip
status: burn
burnharms, round chip
status: freeze
freezeharms, round chip
status: stun
stunharms, round chip
status: bleed
bleedharms, round chip
status: slow
slowharms, round chip
status: haste
hastehelps, squared chip
status: shield
shieldhelps, squared chip
status: regen
regenhelps, squared chip
status: curse
curseharms, round chip
status: silence
silenceharms, round chip
status: sleep
sleepharms, round chip

Scroll bar and minimap

scroll bar
scrolltrack + thumb, 5 of 18 rows shown
minimap marker: player
marker_playerhotspot [8, 8]
minimap marker: quest
marker_questhotspot [8, 8]

Handwriting

hand_22, ink: cell 22x27, line 25
hand_22, ink: cell 22x27, line 25
hand_22, chalk: cell 22x27, line 25
hand_22, chalk: cell 22x27, line 25
hand_34, ink: cell 31x39, line 37
hand_34, ink: cell 31x39, line 37
hand_34, chalk: cell 31x39, line 37
hand_34, chalk: cell 31x39, line 37
cute_22, ink: cell 24x27, line 25
cute_22, ink: cell 24x27, line 25
cute_22, chalk: cell 24x27, line 25
cute_22, chalk: cell 24x27, line 25
cute_34, ink: cell 31x39, line 37
cute_34, ink: cell 31x39, line 37
cute_34, chalk: cell 31x39, line 37
cute_34, chalk: cell 31x39, line 37

Loot, effects and icons

9 drops, 4 effects, 124 icons

Loot is what a monster leaves when its smoke clears. Effects are projectiles the engine moves (drawn pointing right, shipped per facing) and a hit spark. Icons are still 64×64 inventory pictures.

goldloot: gold
gem_rubyloot: gem
gem_sapphireloot: gem
gem_emeraldloot: gem
drop_swordloot: weapon
drop_axeloot: weapon
potion_healthloot: potion
potion_manaloot: potion
keyloot: key
arrowfx, directional
boltfx, directional
fireboltfx, directional
sparkfx

Icons

icon: apron_leather
apron_leathertabard
icon: apron_white
apron_whitetabard
icon: axe
axemainhand
icon: bandana_red
bandana_redhead
icon: basket
basketoffhand
icon: blouse_white
blouse_whitetorso
icon: book
bookoffhand
icon: boots
bootsfeet
icon: boots_tall
boots_tallfeet
icon: bow
bowmainhand
icon: breeches_tan
breeches_tanlegs
icon: buckler
buckleroffhand
icon: cane
canemainhand
icon: cap_jester
cap_jesterhead
icon: cap_leather
cap_leatherhead
icon: cape_purple
cape_purplecloak
icon: cape_red
cape_redcloak
icon: cape_tattered
cape_tatteredcloak
icon: cape_white
cape_whitecloak
icon: chausses_chain
chausses_chainlegs
icon: chest
chest
icon: circlet_gold
circlet_goldhead
icon: cloak_blue
cloak_bluecloak
icon: cloak_brown
cloak_browncloak
icon: cloak_green
cloak_greencloak
icon: cloak_red
cloak_redcloak
icon: coif_chain
coif_chainhead
icon: crown_gold
crown_goldhead
icon: cuirass_dark
cuirass_darkarmor
icon: cuirass_dragon
cuirass_dragonarmor
icon: cuirass_light
cuirass_lightarmor
icon: cuirass_plate
cuirass_platearmor
icon: dagger
daggermainhand
icon: doublet_purple
doublet_purpletorso
icon: doublet_red
doublet_redtorso
icon: doublet_teal
doublet_tealtorso
icon: dress_blue
dress_bluetorso
icon: dress_green
dress_greentorso
icon: dress_purple
dress_purpletorso
icon: dress_red
dress_redtorso
icon: fishing_rod
fishing_rodmainhand
icon: gambeson
gambesontorso
icon: gambeson_black
gambeson_blacktorso
icon: gambeson_red
gambeson_redtorso
icon: gambeson_white
gambeson_whitetorso
icon: greaves_dark
greaves_darklegs
icon: greaves_dragon
greaves_dragonlegs
icon: greaves_light
greaves_lightlegs
icon: greaves_plate
greaves_platelegs
icon: hammer
hammermainhand
icon: hat_feather
hat_featherhead
icon: hat_straw
hat_strawhead
icon: hat_wizard
hat_wizardhead
icon: hat_wizard_blue
hat_wizard_bluehead
icon: hauberk_chain
hauberk_chainarmor
icon: headscarf_blue
headscarf_bluehead
icon: helm_dark
helm_darkhead
icon: helm_dragon
helm_dragonhead
icon: helm_great
helm_greathead
icon: helm_kettle
helm_kettlehead
icon: helm_light
helm_lighthead
icon: helm_nasal
helm_nasalhead
icon: hood_black
hood_blackhead
icon: hood_brown
hood_brownhead
icon: hood_green
hood_greenhead
icon: jerkin_leather
jerkin_leatherarmor
icon: jerkin_ranger
jerkin_rangerarmor
icon: key
key
icon: lantern
lanternoffhand
icon: leggings_leather
leggings_leatherlegs
icon: longsword
longswordmainhand
icon: mace
macemainhand
icon: mantle_mage
mantle_magearmor
icon: pickaxe
pickaxemainhand
icon: pitchfork
pitchforkmainhand
icon: potion_health
potion_health
icon: potion_mana
potion_mana
icon: robe_black
robe_blacktorso
icon: robe_blue
robe_bluetorso
icon: robe_brown
robe_browntorso
icon: robe_grey
robe_greytorso
icon: robe_purple
robe_purpletorso
icon: robe_white
robe_whitetorso
icon: sabatons_dark
sabatons_darkfeet
icon: sabatons_dragon
sabatons_dragonfeet
icon: sabatons_light
sabatons_lightfeet
icon: sabatons_plate
sabatons_platefeet
icon: sack
sackoffhand
icon: sandals
sandalsfeet
icon: scimitar
scimitarmainhand
icon: shield_dark
shield_darkoffhand
icon: shield_dragon
shield_dragonoffhand
icon: shield_kite
shield_kiteoffhand
icon: shield_light
shield_lightoffhand
icon: shield_round
shield_roundoffhand
icon: shirt_linen
shirt_linentorso
icon: shoes
shoesfeet
icon: skirt_blue
skirt_bluelegs
icon: skirt_green
skirt_greenlegs
icon: skirt_purple
skirt_purple
icon: skirt_red
skirt_redlegs
icon: spear
spearmainhand
icon: staff
staffmainhand
icon: staff_crystal
staff_crystalmainhand
icon: staff_orb
staff_orbmainhand
icon: sword
swordmainhand
icon: sword_dark
sword_darkmainhand
icon: sword_dragon
sword_dragonmainhand
icon: sword_light
sword_lightmainhand
icon: tabard_blue
tabard_bluetabard
icon: tabard_red
tabard_redtabard
icon: tome_dark
tome_darkoffhand
icon: torch
torchoffhand
icon: toy_shield
toy_shieldoffhand
icon: toy_sword
toy_swordmainhand
icon: trousers_black
trousers_blacklegs
icon: trousers_blue
trousers_bluelegs
icon: trousers_brown
trousers_brownlegs
icon: trousers_green
trousers_greenlegs
icon: trousers_grey
trousers_greylegs
icon: tunic_blue
tunic_bluetorso
icon: tunic_brown
tunic_browntorso
icon: tunic_green
tunic_greentorso
icon: tunic_red
tunic_redtorso
static sheet: loot, effects and every icon

Ground decor

35 pieces

A second layer over the terrain: small things lying on the ground, scattered by the engine anywhere in a cell (not at its centre, so the ground stops reading as tiles) or placed by hand. Drawn over the terrain and under everything y-sorted; never blocking. placed pieces are never scattered: they tell a story about one spot.

puddleon dirtflat
puddle_bon dirtflat
puddle_pairon dirtflat
dripon caveflat
lilypadson waterflat
reedson water
logon forest, grass
log_bareon forest
branchon forest, grass
woodchipsplaced by hand
timbersplaced by hand
stoneson forest, grass
stones_bon dirt, grass
pebbleson cave, dirt, flagstones, grassflat
rubbleon cave
rubble_bon cave
rockfallplaced by hand
spoilplaced by hand
crystalson cave
stalagmiteon cave
boneson cave, flagstones
pickplaced by hand
horde_markplaced by handflat
flowerson grass
flowers_bon grass
flowers_whiteon grass
toadstoolson forest, grass
glowcapson cave
fernon forest
tufton dirt, forest, grass
tuft_bon grass
leaveson forestflat
leaves_greenon forest, grassflat
strawon dirt, flagstones, floorboardsflat
footprintson dirtflat
static sheet: every decor piece

Scenes

assembled from the shipped package
a local scene: walled yard, trees a person walks behind, chest, people
a local scene: walled yard, trees a person walks behind, chest, people
a map assembled by the reference loader: terrain, transitions, structures, monsters
a map assembled by the reference loader: terrain, transitions, structures, monsters
the same field without and with the decor layer: stones, flowers, logs and footprints off the grid
the same field without and with the decor layer: stones, flowers, logs and footprints off the grid
a dialogue box: nine-slice panel, composed portraits, handwritten text
a dialogue box: nine-slice panel, composed portraits, handwritten text
a HUD: bars, status icons, a minimap, a scrolling list, inventory slots, cursors, all from the package
a HUD: bars, status icons, a minimap, a scrolling list, inventory slots, cursors, all from the package
a grass plateau with a knoll and its flights: heights per cell, cliff atlases, alternates on
a grass plateau with a knoll and its flights: heights per cell, cliff atlases, alternates on
one cliff with the primary drawing only, and with all four mixed
one cliff with the primary drawing only, and with all four mixed
the same step standing in water and in lava: foam and char at its foot
the same step standing in water and in lava: foam and char at its foot
five wall kits in one plan, joined where they meet
five wall kits in one plan, joined where they meet
the same plan with bonds in place of the joints
the same plan with bonds in place of the joints
both handwriting faces: accents, symbols, Greek, Cyrillic, kerned
both handwriting faces: accents, symbols, Greek, Cyrillic, kerned
a street: two lamps (one dark), four trade signs, two stalls, windows in a stone and a timber wall
a street: two lamps (one dark), four trade signs, two stalls, windows in a stone and a timber wall
a room: a rug under the table, two windows in the interior wall, furniture
a room: a rug under the table, two windows in the interior wall, furniture
a river crossing a cliff edge by the waterfall
a river crossing a cliff edge by the waterfall
every map-scale state beside its idle picture
every map-scale state beside its idle picture
the map, animated: the ogre's blow takes twelve frames
the map, animated: the ogre's blow takes twelve frames
the local scene, animated
the local scene, animated
the street, animated: the lamp and the signs swing
the street, animated: the lamp and the signs swing
the waterfall, animated
the waterfall, animated

Known gaps

what is not drawn yet
  1. The street is a first set. One lamp, four trade signs (inn, smith, shop, healer), two stalls, one rug and one mat, beside two houses, an inn, six pieces of furniture and two floors. No bench, cart, fountain, notice board or washing line; no sign for a temple, a stable or a guild. A window sits in a south-facing wall only, on the stone, timber and interior kits: none in a side wall or at a corner, no shutter that closes, no stained glass. A bond between two wall kits lives in a face, on an east or west side: a boundary on a north or south side is still a butt joint, and the interior kit keys into nothing.
  2. Cliffs and stairs. A height step has a drawn bank on its south-facing edge only; the north, west and east edges are a lit lip, a rim line and a shade. Fifteen terrains have a cliff; mountain, peaks, rock, water and lava do not, by design. The waterfall faces south, is one cell wide and one level tall, and nothing falls into lava. A flight climbs one level (16 px) or onto a stone wall (30 px); no other wall kit has one. Ramps are earth only: no sand or snow version.
  3. Landmarks. Sixteen of the seventeen great landmarks have a state, and the ruin has none by design. Only the city has a second design (a timber town): no pirate ship, no second volcano or palace. The wayside props (bridge, mine, camp, well) have one design and no state.
  4. Monsters. Twelve-frame animation covers the attack, walk, signature and death of the seven creatures bigger than a tile; their hurt, and every state of every smaller creature and every person, are six frames. Some elite effects keep the base's colours by nature (a web, a tongue, a war-cry, a howl, a thrown boulder). Monster portraits exist for the lords only.
  5. Portraits. Stills, facing the viewer, one expression per body. No talking or blinking frames.
  6. UI. The two handwriting faces cover Latin, monotonic Greek and Cyrillic (468 characters): no CJK, no polytonic Greek, no right-to-left script. The scroll bar is vertical only and has one thumb state. Twelve status icons; an effect outside that list has none.
  7. Faces. Sprites keep two eyes and a brow at 64 px by design; all face detail is in the portraits.
  8. Terrain. Farmland runs east-west or north-south, not diagonally. Borders come in four interchangeable looks; within 10 px of the drawn contour any two differ on 11 to 45 percent of pixels (mean 24), and where a border crosses the tile edge is fixed, so a border is varied, not unique. A cliff has four looks too, but its face is mostly its own hatching: any two differ on 11 to 14 percent of drawn pixels. Pair atlases have one look.
  9. Gameplay data. Only suggested data ships: walkability per terrain, blocked cells, idle hurtboxes, impact frames, and for monsters a measured box per frame and a hit box per state. Those are boxes round ink, not designed colliders. People have no per-state boxes: a paperdoll's ink depends on what it wears.