OPENTYRIAN2000 / ENHANCED WIKI Site EN · wiki in English Download
Wiki / Modding / Sprites
Modding

Tyrian modding: sprites

Any RGBA PNG works. It is mapped to the game palette when it loads, and fully transparent pixels stay transparent.

Folders

PNG files go in sprites/<category>/<name>.png:

FolderContent
shots/Projectiles.
ships/Player ships, 24×28.
sidekicks/Sidekicks.
pickups/, pickups/weapons/, pickups/shields/, pickups/specials/Shop icons and pickups.
coins/Coins, gems, data cubes.
weapon_icons/HUD icons.
explosions/, portraits/, planets/Explosions, portraits, planets.
enemies/<enemy name>.pngReplacement image for an original enemy.

Naming a PNG

A PNG named with a number is an error. Templates of the original sprites are in data/reference/sprites/ of the repository.

Enemy images

sprites/enemies/<enemy name>.png replaces the first image of that original enemy, in every episode. The enemy names are the ones used in the bestiary. A sub-folder or an unknown name is an error.

Tint

"tint" at the top of mod.json recolors every PNG of the mod. On a weapon, it recolors that weapon's sprites only, as copies, so the originals stay unchanged. Values: "red", "orange", "yellow", "green", "cyan", "blue", "purple", "magenta", "pink", or a hue from 0.0 to 1.0. The Alien Pack reference example (in the repository's rewrite/mods/_retired/alien_pack/, not in the game package) recolors four stock weapons green this way.

Limits

PNG files are limited to 4 MiB and 2048 pixels per side, and 1024 files per folder.