Tile Graphics

The tile_graphics variable dictates what graphics are used when drawing the environment tiles for the game, these include the solid tiles and the modular background layer pieces. As can be seen in the example images, this could mean changing a damaged building wall in The End tileset, to a natural rocky wall in the Arid Flats tileset, and so on; allowing for each area to have a unique theme and visual flare. As well as the graphics for the environment tiles themselves, the value given to the tile graphics will also control what default decorations an area will use. However, these decorations can be overwritten by assigning new ones using the decoration_1 (to ???) variable. For more information on what these default decorations are, see the Decorations section on this page. If the variable is unset then it will be given the value of Tile, the default value. None is not a valid value for tile graphics, and will result in the game crashing on startup.

Whilst it may be logical to also assume that the tile graphics will impact the small images drawn on top of the tiles (bricks, rocks, etc.), this is in fact not true and is instead controlled by the overlay_graphics variable. Furthermore, graphics such as Water, Lava, and Pollution/Toxic are also controlled via other factors, in this case shaders. For more info on adding shaders to tilesets, click here.

The specific graphics assigned to each tile within the tileset is determined randomly when the level is loaded, and in the case of TileGlitch graphics, further randomisation to the tiles will occur.

As the tile graphics variable takes in movie clips as its value, this means that any of the available art alts. can be used as tile graphics. For a full list on all the available art alts. see the Art Alts. section.

Examples of the different tile graphics can be seen below.