64px tile · 6 frames (12 for a big creature's blow) · 10 fps108 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:
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 flowershallows_rockswaterrocks breaking the surfaceshallows_reedswaterreed beds with cattailsshallows_sandbarwatera sandbar with foamshallows_wreckwaterthe ribs of a wrecked hullmagma_crustlavaa wide plate of cracked crustmagma_ventlavaa spitting spatter conemagma_rockslavabasalt rocks in the flowmagma_whirllavaa slow turning eddymagma_obsidianlavablades of obsidianmagma_boneslavaa charred ribcage and skullfloe_holeicea fishing hole with a rodfloe_driftsicewind-carved snowdriftsfloe_rocksicesnow-capped rocks frozen infloe_ridgeicea pressure ridge of heaved slabscavern_crystalscaveglowing crystal outcropscavern_stalagmitescavetall stalagmitescavern_poolcavea still black pool with a dripcavern_mushroomscaveglowing funguscinders_stumpsashthree charred trunkscinders_fissureasha glowing fissurecinders_stonesashblack standing stones with a red runecinders_ventasha smoking fumarolebeach_shellssandshells, a conch and a starfishbeach_ripplessandwind ripples and a few pebblesbeach_tidepoolsanda tide pool with a starfishbeach_grasssandtussocks of marram grassdunes_cactusdesertsaguaros and a barrel cactusdunes_bonesdeserta ribcage and a horned skulldunes_rocksdesertred sandstone outcropsdunes_oasisdesertan oasis pool with two palmsdunes_ruindeserta half-buried colonnadebog_cattailsswamptall stands of cattailsbog_snagswampa drowned dead treebog_liliesswampopen water with liliesbog_toadstoolsswampa toadstool ring and firefliesflags_crackedflagstonesa slab broken across, a corner goneflags_mossflagstonesmoss in the jointsflags_grateflagstonesan iron drain grateflags_wornflagstonesa sunk slab holding a puddleplanks_knotsfloorboardsknotty boardsplanks_stainfloorboardsan old dark stainplanks_patchfloorboardsa new board let in and a loose oneplanks_trapdoorfloorboardsa trapdoor with an iron ringpacked_rocksdirtstones, dry grass and crackspacked_puddledirta rain puddlepacked_rutsdirtcart ruts and hoofprintspacked_scrubdirtdry thorn scrubfurrows_wheatfarmlandrows of ripe wheatfurrows_pumpkinsfarmlanda pumpkin patchfurrows_scarecrowfarmlanda scarecrow and a crowfurrows_cabbagesfarmlandrows of cabbagesfurrows_ns_wheatfarmland_nsfiles of ripe wheatfurrows_ns_pumpkinsfarmland_nsa pumpkin patchfurrows_ns_scarecrowfarmland_nsa scarecrow and a crowfurrows_ns_cabbagesfarmland_nsfiles of cabbagessnowfield_pinessnowsnow-laden pinessnowfield_rockssnowsnow-capped boulderssnowfield_trackssnowa line of footprintssnowfield_snowmansnowa snowman with a red scarfcobble_mossroadsmoss and weeds in the jointscobble_wornroadsa missing stone and a cracked onecobble_puddleroadsa rain puddle on the pavingcobble_leavesroadsautumn leaves in the jointsmeadow_flowersgrassthree drifts of wildflowersmeadow_wildgrassmixed wildflowers, clover, long grassmeadow_rocksgrassfield stones and toadstoolsmeadow_stumpgrassan old stump with toadstoolsmeadow_stonesgrassa ring of standing stonescanopy_pinesforesta stand of coniferscanopy_autumnforesttrees turning orange and goldcanopy_clearingforesta glade with a fallen logcanopy_pondforesta forest pool with a lilycanopy_deadwoodforesta blighted stand of bare treescanopy_ruinforestold stones in an overgrown gladecrags_highmountainone high snow-capped summitcrags_twinmountaintwo high peaks as a massifcrags_bouldersmountaina rockfall of boulderscrags_cavemountaina cave mouth under a high peakcrags_tarnmountaina tarn in a stone bowlsummit_spirepeaksone great spiresummit_glacierpeaksa crevassed glacier tonguesummit_cairnpeaksa cairn with a red pennantsummit_pinespeakssnow-laden pineswall_mossrockmoss and grass in the hollowswall_orerockseams of gold orewall_crackrocka branching fissurewall_crystalsrockteal crystals in the face
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 neighboursproof map 1proof map 2one-cell diagonal paths stay continuouspair: grass over water, 16 masks (shore)pair: roads and grasspair: grass over lava (scorch)pair: ash and snowpair: rock over grass (dual-grid cliff)cliffs: a height step in each of 15 terrainscliff: grass plateaus over grass, dirt and sandcliff wash: a step standing in water (foam) and in lava (char)alternates: the same border in each of its four drawingsalternates: one coast with the primary only, and with all four mixedcliff 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
singleinteriorend_winteriorcorner_nwinteriorstraight_ewinteriorcorner_seinteriorstraight_nsinterioredge_sinteriortee_sinteriorsolidinteriorinner_neinteriorcrossinteriordoor_ew_closedinterior doordoor_ew_openinterior doordoor_edge_s_closedinterior doordoor_edge_s_openinterior doorwindow_ew_darkinterior window, seen from insidewindow_ew_litinterior window, seen from insidewindow_edge_s_darkinterior window, seen from insidewindow_edge_s_litinterior window, seen from inside
interior: a yard, a maze and a line built from the kitinterior: the pieces in place, labelled
rock
singlerockend_wrockcorner_nwrockstraight_ewrockcorner_serockstraight_nsrockedge_srocktee_srocksolidrockinner_nerockcrossrockdoor_ew_closedrock doordoor_ew_openrock doordoor_edge_s_closedrock doordoor_edge_s_openrock door
rock: a yard, a maze and a line built from the kitrock: the pieces in place, labelled
stone
singlestoneend_wstonecorner_nwstonestraight_ewstonecorner_sestonestraight_nsstoneedge_sstonetee_sstonesolidstoneinner_nestonecrossstonedoor_ew_closedstone doordoor_ew_openstone doordoor_edge_s_closedstone doordoor_edge_s_openstone doorgate_ew_closedstone doorgate_ew_openstone doorgate_edge_s_closedstone doorgate_edge_s_openstone doorwindow_ew_darkstone window, seen from outsidewindow_ew_litstone window, seen from outsidewindow_edge_s_darkstone window, seen from outsidewindow_edge_s_litstone window, seen from outside
stone_low: a yard, a maze and a line built from the kitstone_low: the pieces in place, labelled
timber
singletimberend_wtimbercorner_nwtimberstraight_ewtimbercorner_setimberstraight_nstimberedge_stimbertee_stimbersolidtimberinner_netimbercrosstimberdoor_ew_closedtimber doordoor_ew_opentimber doordoor_edge_s_closedtimber doordoor_edge_s_opentimber doorgate_ew_closedtimber doorgate_ew_opentimber doorgate_edge_s_closedtimber doorgate_edge_s_opentimber doorwindow_ew_darktimber window, seen from outsidewindow_ew_littimber window, seen from outsidewindow_edge_s_darktimber window, seen from outsidewindow_edge_s_littimber window, seen from outside
timber: a yard, a maze and a line built from the kittimber: the pieces in place, labelled
all five kits in one building: a butt joint wherever two materials meetthe same kinds of wall bonded: the stronger kit keyed into the weaker one's facebonds 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 opentower1x2 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 laststown_crossroads2x1 tiles, map scaleThree buildings strung along a road: cottage, inn, barn.town_crossroads: raided2x1 tiles, map scaleburning, for as long as it laststown_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 laststown_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 lastsbridge2x1 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 opentower_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 scaletree_pine1x2 tiles, local scaletree_birch1x2 tiles, local scalechest1x1 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 openhut2x2 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 opentable1x1 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 lastspalace2x2 tiles, map scaleA palace of domes and minarets on its own rock, four tiles.palace: raided2x2 tiles, map scaleburning, for as long as it lastsship2x1 tiles, map scaleA two-masted ship under sail, two tiles: the sea lanes of the map.ship: moored2x1 tiles, map scalesails furled, at anchorstronghold3x2 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 opencity3x2 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 opencity: raided3x2 tiles, map scaleburning, for as long as it lastscity_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 opencity_timber: raided3x2 tiles, map scaleburning, for as long as it lastscastle_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 openfort2x2 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 openfort: raided2x2 tiles, map scaleburning, for as long as it lastsgreat_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 lastscave_mouth2x1 tiles, map scaleA cave in a rock outcrop, two tiles: the Cave of Descendants.cave_mouth: sealed2x1 tiles, map scalea rockfall closes the mouthsea_serpent2x1 tiles, map scaleA serpent breaking the surface, two tiles: here be monsters.sea_serpent: dive2x1 tiles, map scaleit goes under, and the sea closesstilt_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 lastsspires1x2 tiles, map scaleNeedles of black glass, two tiles tall: the Obsidian Wastes, the Valley of Shadows.spires: awake1x2 tiles, map scaleits light is rousedhouse2x2 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 openinn3x2 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 opentower_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 outlighthouse1x2 tiles, map scaleA lighthouse on its own rock, two tiles tall. The lamp is the animation.lighthouse: dark1x2 tiles, map scaleits lights are outmountain_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 opentemple2x2 tiles, map scaleA temple, four tiles: steps, a colonnade, a pediment, and a god at home.temple: dark2x2 tiles, map scaleits lights are outstairs_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 outsign_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`).
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
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
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
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
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
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
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
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
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.
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.
bar: healthtrack + tiled fill at 65%bar: staminatrack + tiled fill at 65%bar: manatrack + tiled fill at 65%cursorhotspot [3, 3]cursor_targethotspot [16, 16]slotwith icon swordslot_selectedwith icon potion_healthslotempty
hand_22, ink: cell 22x27, line 25hand_22, chalk: cell 22x27, line 25hand_34, ink: cell 31x39, line 37hand_34, chalk: cell 31x39, line 37cute_22, ink: cell 24x27, line 25cute_22, chalk: cell 24x27, line 25cute_34, ink: cell 31x39, line 37cute_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.
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 dirtflatpuddle_bon dirtflatpuddle_pairon dirtflatdripon caveflatlilypadson waterflatreedson waterlogon forest, grasslog_bareon forestbranchon forest, grasswoodchipsplaced by handtimbersplaced by handstoneson forest, grassstones_bon dirt, grasspebbleson cave, dirt, flagstones, grassflatrubbleon caverubble_bon caverockfallplaced by handspoilplaced by handcrystalson cavestalagmiteon caveboneson cave, flagstonespickplaced by handhorde_markplaced by handflatflowerson grassflowers_bon grassflowers_whiteon grasstoadstoolson forest, grassglowcapson cavefernon foresttufton dirt, forest, grasstuft_bon grassleaveson forestflatleaves_greenon forest, grassflatstrawon dirt, flagstones, floorboardsflatfootprintson dirtflat
a local scene: walled yard, trees a person walks behind, chest, peoplea map assembled by the reference loader: terrain, transitions, structures, monstersthe same field without and with the decor layer: stones, flowers, logs and footprints off the grida dialogue box: nine-slice panel, composed portraits, handwritten texta HUD: bars, status icons, a minimap, a scrolling list, inventory slots, cursors, all from the packagea grass plateau with a knoll and its flights: heights per cell, cliff atlases, alternates onone cliff with the primary drawing only, and with all four mixedthe same step standing in water and in lava: foam and char at its footfive wall kits in one plan, joined where they meetthe same plan with bonds in place of the jointsboth handwriting faces: accents, symbols, Greek, Cyrillic, kerneda street: two lamps (one dark), four trade signs, two stalls, windows in a stone and a timber walla room: a rug under the table, two windows in the interior wall, furniturea river crossing a cliff edge by the waterfallevery map-scale state beside its idle picturethe map, animated: the ogre's blow takes twelve framesthe local scene, animatedthe street, animated: the lamp and the signs swingthe waterfall, animated
Known gaps
what is not drawn yet
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.
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.
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.
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.
Portraits. Stills, facing the viewer, one expression per body. No talking or blinking frames.
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.
Faces. Sprites keep two eyes and a brow at 64 px by design; all face detail is in the portraits.
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.
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.