Custom Graphics

This game gives high customization resources. In addition to the level editor, you can actually load your graphic assets into the game and create a brand new gaming experience.

You can download the default graphic assets and use them as a template or as a reference to make your own.

Download defalut GFX assets

Click on buttons on the image to jump to the desired section.

editor

Here are listed all the customizable objects and their property.

Enemies

enemy01

Enemy is a 16×16 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by two rows of frames: the first row sets up the normal animation, while the second row sets up the dying one.

Animations can be arbitrarily long. If the normal animation is longer than the dying one, you can leave some blank frames at the end of it.

If n is the total frame count of your animation, the final png file should be 16*n width and 32 height.

Enemy Doors

enemy_door

Enemy door is a 32×8 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by a single row of frames setting up the opening animation (the closing animation is the reversed).

Animation can be arbitrarily long but the door has to start fully closed and end fully opened.

If n is the total frame count of your animation, the final png file should be 32*n width and 8 height.

Paddle

paddle

Paddle is a 48×16 pixel animated sprite. It is stored in a png spritesheet.

The normal hitbox is 32×8, the big one is 48×8 and the small one is 24×8 (see rows number 1, 5 and 11).

The graphic file is formed by 15 rows of frames that set up the following animation:

  1. Normal
  2. Dying
  3. New
  4. Enlarge
  5. Normal (large)
  6. To firing stance
  7. Normal (firing stance)
  8. To catch stance
  9. Normal (catch stance)
  10. Reduce
  11. Normal (small)
  12. Left Blur (used during Twin powerup)
  13. Right Blur (used during Twin powerup)
  14. Fire
  15. Ghost (used during Ghost powerup)

Animations can be arbitrarily long but should be fast enough to not affect gameplay too much.

If n is the total frame count of your animation, the final png file should be 48*n width and 240 (16*15) height.

Laser

laser

Laser is a 16×12 pixel static sprite. It is stored in a png file.

Life Icon

lifeicon

Life Iconis a 16×8 pixel static sprite. It is stored in a png file. The graphic should match the one in the Paddle file.

Ball

ball

Ball is a 6×6 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by a single row of frames setting up the normal animation.

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 6*n width and 6 height.

Walls

walls

The Wall is an animated sprite stored in a png spritesheet.

The graphic file is formed by a single column of five 8×8 frames containing pieces of the wall.

The wall is arranged this way:

  1. top-left corner
  2. left wall
  3. top-right corner
  4. right wall
  5. top wall

You can add animation by adding columns to the graphic file.

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 8*n width and 40 (8×5) height.

Projectile

projectile_std

Projectile is a 4×4 pixel animated sprite. It is stored in a png file. It is fired by enemies in the shooter level.

The graphic file is formed by a single row of frames setting up the normal animation.

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 4*n width and 4 height.

Powerups

powerup

Powerup is a 16×8 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by 16 rows of frames, each row corresponding to a specific powerup.

Here it is the actual powerup list:

  1. Laser
  2. Enlarge
  3. Catch
  4. Slow
  5. Multi Ball 3
  6. Multi Ball 8
  7. Reduce
  8. New Multi Ball 3
  9. Fireball
  10. Barrier
  11. Twin
  12. Ghost
  13. Blackout
  14. Earthquake
  15. Break
  16. 1UP

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 16*n width and 128 (8×16) height.

Normal Bricks

brick1 brick2

Normal Bricks are a 8×8 and 16×8 static sprites. They are stored in two different png file.

The graphic files should be in grayscale because bricks are colored in-game.

Multi Hit Brick

brick_multi

Multi Hit Brick is a 16×8 animated sprite. It is stored in a png spritesheet.

The graphic file is formed by 5 rows of frames, each row correspondig to a specific hit count.

The animation is formed by 6 frames, the first corresponding to the idle state.

The final png file should be 96 (16*6) width and 40 (8×5) height.

Respawn Brick

brick_respawn

Respawn Brick is a 16×8 static sprite. It is stored in a png file.

Unbreakable Brick

brick_unbreakable2

Unbreakable Brick is a 16×8 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by 2 rows of frames, each row corresponding to a specific brick (the differences betweent the bricks is only aesthetic).

The animation is formed by 6 frames, the first corresponding to the idle state.

The final png file should be 96 (16*6) width and 16 (8×2) height.

Barrier

barrier

Barrier is a 8×8 pixel animated sprite. It is stored in a png spritesheet.

The graphic file is formed by a two rows of frames setting up the normal and the opening animation (the closing animation is the opening reversed).

Animation can be arbitrarily long but should be fast enough to match the sound effect (4 frames is ok).

If n is the total frame count of your animation, the final png file should be 8*n width and 16 height.

Boss

boss_single

Boss is a 96×112 pixel (green border) animated sprite. It is stored in a png spritesheet.

The hitbox is 56×90 (red border) and it is positioned 20 pixel right and 11 pixel down from the top-left corner.

The graphic file is formed by 8 rows of frames that set up the following animation:

  1. Normal
  2. Hit 1
  3. Hit 2
  4. Hit 3
  5. Fire
  6. Barf
  7. Calling Enemies
  8. Die

Animations can be arbitrarily long but they should be tested to see if they fits the game timing (6 frames are ok).

If n is the total frame count of your animation, the final png file should be 96*n width and 896 (112*8) height.

Boss Fire 1

boss_projectile

Boss Fire 1 is a 16×16 pixel animated sprite. It is stored in a png file.

The hitbox is 4×4 and it is positioned 6 pixel right and 6 pixel down from the top-left corner.

The graphic file is formed by a single row of frames setting up the normal animation.

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 16*n width and 16 height.

Boss Fire 2

boss_projectile_rainbow

Boss Fire 2 is a 16×16 pixel animated sprite. It is stored in a png file.

The hitbox is 4×4 and it is positioned 6 pixel right and 6 pixel down from the top-left corner.

The graphic file is formed by a single row of frames setting up the normal animation.

Animation can be arbitrarily long, just make sure it loops correctly.

If n is the total frame count of your animation, the final png file should be 16*n width and 16 height.

Backgrounds

Backgrounds can be png or jpg images from 1×1 up to 480×360 in size.

If the screen is bigger than the loaded image, the background will be tiled to cover up the area.

Each episode can store up to 10 different background images.

The eye icon will show the preview of the selected background slot.

The Menu Image is a single png or jpg image that is displayed as the background of the main menu and level selection area.

It has mandatory size of 480×360 pixels. It is automatically centered in the middle of the screen, so double check that all the graphic objects (writings, shapes… ) are correctly visualized.

The eye icon will show the preview of currently loaded image.

If checked, show logo option will display the default logo (and the episode name) in the main menu.

You should uncheck it if your custom Menu Image contains writings that would be overlapped by the default logo.

Set Buttons Color

Here you can set the buttons color of the game interface to fit the mood or the theme of the episode.

You can change Hue and Saturation.

Reset GFX to default

As the title says, this wil revert all your changes to the default values.