Contributing Graphics to XEvil
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Here is the palette
to use, a Microsoft PAL file. Or, load up an existing bitmap from
XEvil and modify it.
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Graphics are 256-color Windows BMP files.
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Use index=44, R=255,G=0,B=255 as the transparent color.
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Graphics for Characters
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All bitmaps must have even width and height.
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The characters should be fairly light colored. If you want to make
a black-colored character, make it out of blues and grays, or have a light
colored outline. We want characters to be easily visible against
the background.
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Most characters should not be more than 64 pixels high and wide.
For example, hero standing forward is 34x56 pixels. Otherwise they
won't be able to get around in the XEvil world without running into walls.
If the character is able to climb ladders, the ladder-climbing frame must
be <= 32 pixels wide. Or, it won't be able to climb ladders up
through floors.
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Graphics for the XEvil world
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The blocks that make up the world are 32x32.
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Backgrounds should be dark colors, low contrasting color patterns.
Very important that the backgrounds not distract the user from seeing the
characters. Try not to have sharp high-frequency repeating patterns.
Your eyes go crazy when these patterns scroll across the screen at high
speed.
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Crop the graphics to the minimum size rectangle. Don't leave extra
space around the edges. One exception, though. Multiple frames
in an animation sequence, e.g. running, must be the same size. So,
crop to the minimum rectangle that fits all the frames in the sequence.
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Some sample bitmaps, all the hero
bitmaps, all the ninja
bitmaps, one frame of hero
running right. We make no attempt to keep these sample bitmaps up-to-date.
Download the XEvil source code to get the current bitmaps. They are
in the "win32/res" directory.