[Tutorial][Community]Pipes Part 1

Artwork


Let’s start with the artwork. In this first instalment, we will work through specifying the artwork for the game’s splash screen and the nodes themselves. In next article, I will add the graphics for the actual pipes that connect the nodes.

One of the great things in the FemtoIDE is the inbuilt Piskel graphics editor that allows you to edit the game’s graphics without having to change tools. Furthermore, when you compile a program the graphics are automatically compiled into data files that can be included directly into your game. The Piskel editor is shown below:



By default, the Pokitto uses a colour palette known as CGA (Colour Graphics Adapter) which can be traced back to the earliest IBM PCs. The Pokitto library comes with many other, pre-defined palettes that emulate the GameBoy, ZX Spectrum and Pico8 amongst others.

Node graphics:

Node1 Node2 Node3 Node4 Node5 Node6 Node7 Node8 Node9 Node10

Pipe graphics:

Pipe_Corner_BL Pipe_Corner_BR Pipe_Corner_BR_NoFlange Pipe_Corner_TL Pipe_Corner_TR_NoFlange Pipe_Cross Pipe_Cross_Overlap Pipe_Cross_Overlap_NoFlange Pipe_Cross_Underlap_NoFlange Pipe_Straight_LR Pipe_Straight_LR_NoFlange Pipe_Straight_TB Pipe_Straight_TB_NoFlange Pipe_Tee_LR_B Pipe_Tee_LR_T Pipe_Tee_TB_L Pipe_Tee_TB_R

I encourage you to browse through the sample project and play with the existing images and the Piskel tool.


More Information

Find out how to swap palettes in Femto here.

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