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Charsets

Index

Layout

Charsets, short for "Character sets", are used to add characters to your map. They can be used too for adding graphics in general in case you're running low on tileset space. There is no limit to the number of charsets you can use in a single map. Each charset frame has a size of 24 x 32 pixels. Below is the charset template which you can use.

Charset template.
Explanation of the charset layout.

Each charset slot, 8 of which are on a single charset sheet, consists of 3 rows by 4 columns. From top to bottom, the facing direction of frames is Up, Right, Down, and Left. They are denoted by arrows on the template above. The squares inside each frame on the template show the tile size for reference. You will place your graphics differently depending on how you want to animate them. Further down in the guide the animation types will be explained.

Importing

Preparing the charset for importing

Example of a properly configured charset.

Importing the charset

Placing the charset in your map

Priority is the passability of the charset graphic.

Movement Type

Defines how your charset graphic moves. If choosing a movement type other than stationary, there is a Frequency option available which defines how frequently the chosen movement occurs.

Animation types

Animation type is an option you choose to decide how your charset graphics animate in the game. The most important ones you would use are:

What each animation type and movement type does.

Big graphics

Charsets can be used to put big graphics that would take up too much tileset space otherwise. They have to be split in a way where you only take up the width of one tile for each part of the graphic. This is where the square in the charset template comes in handy. They utilize the fixed graphic animation type and stationary movement type to work.

How to layout big graphics for use on a charset.
How it looks like on the charset.

Put down events to set up the big graphics on your map. Search through the direction and pattern options in the event graphic option until you find the needed piece. Keep in mind they have to be one tile away from each other VERTICALLY. Use same as characters passability for impassable parts, below characters passability for walkable parts, and above characters passability for overlayed parts.

How the events' placement looks like.
How it looks like in the game.