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Every picture the game asks for

This page is generated from the same table the game draws from, so it cannot go out of date and it cannot miss anything. Each card is one name, the placeholder currently being drawn for it, and the line to paste into js/games/realm/data/artwork.js — click the line to copy it.

The whole job, in four sentences

  1. Draw a square. 96×96 or 128×128 is the right size; everything in this game is one tile and nothing leans over the tile behind it, so every square is its own job.
  2. Save it under public/images/games/realm/.
  3. Paste the line from its card into data/artwork.js and take the // off the front.
  4. Reload. The card will say “Your file is being used”.

Nothing else changes. No engine file, no view file, no list anywhere that has to be kept in step. You can replace one picture or all of them, in any order, and the game stays playable the whole way through — anything you have not done keeps its placeholder.

Two things worth knowing

Ground fills the square; everything else does not. Grass, water, walls and floors should go edge to edge with no transparent border, or the tile behind shows through and everything gets a halo. People, beasts and items are drawn on top of the ground, so they want a transparent background.

Give a list and you get variety. Put an array of two or three files instead of one and the game picks between them across the map, seeded off the tile position so a given tile always looks the same. Terrain without variants reads as a checkerboard from ten tiles out.

The placeholders below are meant to be thrown away. They exist so that the game is legible before any artwork exists and so there is something concrete beside each name. Do not treat them as a style to match.