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These are the 3 parameter types of image2game.
White: False
Black: True
ex. rgb(0,0,0)
Grayscale range between 1-255
ex. rgb(50,50,50)
A specified color
ex. rgb(237,28,36)
Platformer: The player is affected by gravity, and can move horizontally and jump.
Top Down / RPG: The player is controlled from an overhead view, and can walk in all 4 directions.
The level section consists of a 240x56 pixel grid, with each pixel representing a single in-game tile.
The title appears when a game is started.
(128x72)
Vignette: Adds a vignette to the game
The coin counter is a feature that displays the number of coins collected by the player in the top left corner of the game screen. You can customize the coin icon.
Tiles are 8x8 square units that compose the level. You can customize the appearance of tiles.
There are 17 basic tiles:
7 Solid tiles
6 Background tiles
4 Kill tiles
The player can interact with solid tiles, such as standing on them and colliding with them. Background (BG) tiles are positioned behind the player. Kill tiles will result in the player's death and the restart of the level.
Start Tile: Designates the starting position of the player. (Note: the start tile only has collision in platformer mode)
Camera Scroll Stop: When the player touches this tile, the camera stops scrolling.
Camera Scroll: When the player touches this tile, the camera continues scrolling.
Portals: There are three sets of portal tiles available. When the player character enters a portal, they will be teleported to the corresponding portal in the same set.
There are 5 player sprites:
Idle (S)
Walk 1 (W1)
Walk 2 (W2)
Jump (J)
Fall (F)
The transparent color of player sprites can also be changed.
There are 6 player sprites:
Down Idle
Down Walk
Side Idle
Side Walk
Up Idle
Up Walk
The transparent color of player sprites can also be changed.
There are 4 physics parameters:
Gravity (Only affects gameplay in platformer mode)
Jump Force (Only affects gameplay in platformer mode)
Walk Speed
Run Speed
These parameters can be customized by using a grayscale value of 1-255
To disable running, set the run speed equal to the walk speed.
The amount of time per in-game blink (for blinking blocks)
The parallax background of the level.
(128x72))
There are 5 enemy types:
Horizontal
Vertical
Circular (Rotate in a circle)
Horizontal (Is killed when jumped on, and awards 1 coin)
Horizontal (Is killed when jumped on)
Enemies will move in a predetermined direction until they encounter a wall, at which point they will change direction. Touching an enemy will result in the player character's death and the restart of the level when touched.
If the gravity setting is enabled, enemies will be affected by gravity.
Enemies use the same transparent color as the player.
There are a total of 8 advanced tiles, each of which can be customized with specific properties and behaviors.
Solid tiles can be interacted with by the player character, such as standing on them.
Semisolid tiles can also be stood on, but the player character can pass through them from below by jumping.
Kill tiles will result in the player character's death and the restart of the level when touched.
Ice tiles are slippery and can affect the player character's movement.
The first parameter specifies the number of coins awarded to the player upon collection of the tile. The second parameter determines the tile type that the collectable tile transforms into.
Spring tiles will cause the player character to bounce when stepped on. The height of the bounce can be customized. (Tile must also be solid to function)
Swap tiles will transform all tiles of a specific type into another type when stepped on or stepped in front of.
Checkpoint tiles will change the spawn point of the player character.
Blinking tiles will alternate between two different tile types at regular intervals.
Locked tiles will change into a different tile type when the player has acquired a specific number of coins.