; Procedural textures: seeded noise drawn with a ramp of palette keys, used as
; sprites, layers and tiles. The same seed gives the same pixels everywhere, and
; textures wrap, so they tile with themselves.
palette ground
. transparent
k #1a1c2c
G #a7f070 ; grass, light to dark
g #38b764
h #257179
s #94b0c2 ; stone
S #566c86
T #333c57
d #b86f50 ; dirt
D #7a4841
c #73eff7 ; sky
C #41a6f6
B #3b5dc9
w #f4f4f4
texture grass 16x16 palette=ground seed=7
noise cell=8 octaves=3 roughness=60
ramp h g g G
dither bayer4
texture stone 16x16 palette=ground seed=21
noise cell=4 octaves=2
ramp T S S s
dither bayer2
texture sky 32x16 palette=ground seed=3
noise cell=16 octaves=2 roughness=40
ramp B C C c w
dither bayer8
texture dirt 8x8 palette=ground seed=11
noise cell=4 octaves=2
ramp D d d
dither bayer4
; A texture as a layer: a stone block with a dark rim drawn over it.
sprite block 16x16 palette=ground
layer face = stone
layer rim
kkkkkkkkkkkkkkkk
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
k..............k
kkkkkkkkkkkkkkkk
; Textures as tiles, and as the fill of an autotiled terrain.
tileset ground 8x8 palette=ground
tile dirt = dirt
terrain soil 16
island
.kkkkkk.
kGGGGGGk
kggggggk
kddddddk
kddDdddk
kdddddDk
kddddddk
.kkkkkk.
h_strip
kkkkkkkk
GGGGGGGG
gggggggg
dddddddd
ddDddddD
dddddDdd
dddddddd
kkkkkkkk
v_strip
kddddddk
kddDdddk
kddddddk
kdddddDk
kddddddk
kdDddddk
kddddddk
kddddddk
fill = dirt