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# Custom Wallpaper |
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![Custom wallpaper](../images/custom-wallpaper.png) |
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Sketchy Maze v0.6.0 introduces the ability to use your own custom wallpaper |
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image to go behind your level. |
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You may use any common image type (PNG, JPEG, or GIF) as a wallpaper image and |
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it will be tiled across your level following the game's rules. For best results, |
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a wallpaper image should be crafted according to the guidelines on this page. |
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## How Wallpapers Work |
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Any (reasonably) sized image will work as a wallpaper, depending on the |
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resolution you need. The image does not need to be square. The game will |
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divide your wallpaper image into four quadrants: |
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|
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![Illustration of a wallpaper image divided into four quadrants](../images/wallpaper-template.png) |
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The above image is the game's default Notebook wallpaper with the four quadrants |
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of the image highlighted. The game will slice your wallpaper into four equal |
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quarters and tile them depending on a level's Page Type. Rectangular wallpapers |
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work fine too, just the quadrants will also be rectangular. |
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The bottom-right quadrant (**Tiled Main**) is the main repeating background image |
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that covers the entire level. Unbounded levels will use _only_ this part of the |
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wallpaper. |
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Levels that have a top-left corner (Bounded and No Negative Space) will draw |
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from the other three quadrants when decorating these edges of the level: |
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* **Top Left:** the top-left corner of the page; drawn exactly one time per |
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level, where it is anchored to the top-left (0,0) coordinate of the level. |
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* **Tiled Top:** the top margin of the page; tiled horizontally across the entire |
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top edge of the level. |
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* **Tiled Left:** the left margin of the page; tiled vertically across the entire |
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left edge of the level. |
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## Making a Simple Tiled Wallpaper |
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If you already have a tiled pattern you want to use as a wallpaper, and want |
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the simplest way to use that pattern with Sketchy Maze, the quick steps are: |
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1. Suppose your original texture is 64x64 pixels and it tiles in all directions. |
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2. Create a new image twice the size of the original (128x128 pixels), and |
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copy/paste your texture into it 4 times. So you now have a 128x128 version of |
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your original 64x64 and it tiles all the same. |
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3. Pick your new 128x128 texture in Sketchy Maze. |
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If you have ImageMagick handy at the command line, this command would do this |
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up-tiling work: |
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```bash |
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# where clouds.jpg was a 512x512 pixel repeating texture, |
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# create a twice-size image tiled from the original, now |
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# you have a 1024x1024 up-tiled version of the original. |
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convert -size 1024x1024 tile:clouds.jpg clouds-2x.jpg |
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``` |
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|
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## Example Wallpapers |
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Here are a couple of examples you can use. Right-click and save these images |
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and then select them as your custom wallpaper in Sketchy Maze: |
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### Blue Notebook |
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![Blue Notebook](../images/blue-notebook.png) |
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A light blue version of the default Notebook paper. |
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### Clouds |
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![Clouds](../images/clouds.png) |
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The wallpaper used in the screenshot at the top of this page. Full-color |
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JPEG quality photos work fine as wallpapers. This image was created via the |
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[Making a Simple Tiled Wallpaper](#making-a-simple-tiled-wallpaper) process |
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detailed above. |
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|
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## Extracting Wallpapers |
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Getting a wallpaper back _out_ of a level is not currently an easy task, but |
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it can be done using the [`doodad` tool](../doodad-tool.md) on the command line |
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to inspect your level file. |
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Your custom levels are saved in your [profile directory](../profile-directory.md), |
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so point the `doodad` command at your files therein. The `doodad show` command |
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will show if a level has any attached files, such as wallpaper images: |
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```bash |
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$ doodad show example.level |
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===== Level: example.level ===== |
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Headers: |
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File version: 1 |
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Game version: 0.6.0-alpha |
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Level title: Alpha |
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Author: kirsle |
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Password: |
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Locked: false |
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Palette: |
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- Swatch name: solid |
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Attributes: solid |
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Color: #000000 |
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- Swatch name: decoration |
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Attributes: none |
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Color: #999999 |
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- Swatch name: fire |
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Attributes: fire |
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Color: #ff0000 |
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- Swatch name: water |
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Attributes: water |
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Color: #0000ff |
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Level Settings: |
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Page type: Bounded |
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Max size: 2550x3300 |
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Wallpaper: custom.b64img |
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Attached Files: |
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assets/wallpapers/custom.b64img: 1156 bytes |
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Actors: |
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Level contains 0 actors |
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Use -actors or -verbose to serialize Actors |
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Chunks: |
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Pixels Per Chunk: 128^2 |
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Number Generated: 0 |
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Coordinate Range: (0,0) ... (127,127) |
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World Dimensions: 127x127 |
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Use -chunks or -verbose to serialize Chunks |
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``` |
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The "Attached Files:" section shows the names and sizes of any files embedded |
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in the level, or "None" if none. |
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You can get the data of an attached file with `doodad show --attachment=<file>`: |
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```bash |
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$ doodad show --attachment=assets/wallpapers/custom.b64img example.level |
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``` |
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The image is encoded in Base64 so the above command would spit out a bunch |
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of random numbers and letters. If you pipe it into a base64 decoder you can |
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save it as an image file: |
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|
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```bash |
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# (the -a is a shortcut for --attachment) |
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$ doodad show -a assets/wallpapers/custom.b64img example.level | base64 -d > out.png |
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``` |
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Future releases of the game may make this process easier. |
After Width: | Height: | Size: 865 B |
After Width: | Height: | Size: 128 KiB |
After Width: | Height: | Size: 196 KiB |
Before Width: | Height: | Size: 55 KiB After Width: | Height: | Size: 39 KiB |
After Width: | Height: | Size: 42 KiB |
After Width: | Height: | Size: 4.4 KiB |
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