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:
| Folder | Content |
|---|---|
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>.png | Replacement image for an original enemy. |
Naming a PNG
- After an original sprite: it replaces that sprite everywhere. The original names are listed in
data/sprite_manifest.jsonof the repository. Shop icons inpickups/weapons/are named after the part after the slash:multi_cannon.pngreplacesweapons/multi_cannon. - With a new name: it is registered under that name and you cite it in
sprite,ship_sprite,icon_spriteorship_poses.
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.