Tag Archives: modding tools


Major Update Coming up!

What’s coming up in 0.0.8.X R?

Well, a lot! this update will make the game playable mostly (without missions or city) focusing on character progression.

This also includes Monster-maker for us to use (along with modderss! so stay tuned modders!) – this took the longest, It…

  • creates a monster,
  • assigns the stats that you give the monster
  • items (along with rarity of the item)
  • all frames of animation and organizes it in a sprite sheet
  • calculates the stats and experience the monster will give according to its difficulty!

we are also adding new textures, (coming up in next article) and a new monster that will fit better into the game’s current environment!

There are also a lot of improvements in the character stats as well (included in this article) so keep on reading!

New Temporary HUD

This was made for people besides the programmer (me) to use to analyze the basic character stats until we get everything done and ready by our artists (should be soon.)

I added one basic HUD on top left which shows the level of the character, hp out of max hp, mp out of max mp, and xp out of xp needed to level up. everything updates itself so it makes it easier to analyze the character’s situation on the go.

HUD, Character Stats

we also added another bar about the character’s head for more of a graphical view, the new bar is the XP bar and will show the amount of xp you have.

HUD, Character Stats

Character Stats

This is probably the most important feature in this update, the beginning of character stats! for now all we have is hp, mp, speed, and jump force calculations but we have also made sure the structure for the rest of the stats is ready to be implemented. We programmed a new formula for health, mana, and experience (temporary) and will finalize it by the end of this version code. next we will include calculation of damage, defense, and everything else. we are now working mainly on clothes stats and structure for that. then we will work on integrating that with the character’s native stats and giving a final result.

HUD, Character Stats

The three main stats (and only) stats right now are STR (strength) AGL (Agility) and INTL (Intelligence). for now when you add a point to STR, your HP will increase by about 3~5 points, and when you increase INTL your mp will increase by about 3~5 points. AGL does nothing for now, but is planned to increase movement speed, and critical damage. we will update more about this when the formulas are ready.

Our goal is not to make the user focus on just one stat, but to spread out and create the best character that represents the user’s favorite feature, it can be an agile warrior with heavy armor, or a magician with a lot of health but very slow. it all depends on your preference. You can depends on your skills for transportation like teleportation and then just focus on your INTL so you will have enough mana to use it as much as you want.


we are working on a new website, our current website sucks… we are working on a brand new one and will update you when it’s ready! it’s going to have a lot of new features for you guys to check out!


We did a short AMA the other day and found out our programmer’s favorite soup!
if you want to participate in the next one, make sure you follow us on twitter! we will publish an update there when we do it, and also feel free to request one from any of us!

check out our website IsolatedPixel.com 
and our twitter and facebook:

Subsrcibe to our YouTube Channel for new updates! CLICK HERE

Exporting sprite sheet

Modding / Development Tools – Texture Packer

The Texture Packer

So, I saw a few texture packers online, and if you saw our website ( click here to see it! ), we also made one in the past, well… depends how you define “made…” lol it was very sloppy and no-one really was able to use it except me since I knew all of the flaws and bugs of it and was just too lazy to fix it up and decided to stay with it…
well, fast forward few months, well more than just few, since it was originally made for the older game, I decided to make a new one! and this time to make it more friendly to the user and very… very simple… literally anyone can use it.
Texture Packer

To start off, you will need few things

  1. A template that is supported by the game
  2. All the frames required for that template
  3. Texture Packer itself

Texture Packer

Step 1


  • simply write in the whole directory the file is located in, including the file’s name at the end (not recommended)
  • Select a template by pressing `Select Template` and finding the template in the file search. (not ideal)
  • simply drag and drop the `tml` file into the typing area! (Highly recommended, very simple)


Texture Packer
Now, you may be asking yourself, “what is a template file? what’s so special about it?..” well, nothing really, just the structure of that file is simply the only type of structure the texture packer will read.
Texture Packer

  • the number following `padx` is the padding along the X axis between each sprite
  • the number following `pady` is the padding along the Y axis between each sprite
  • the number following `cols` is the number of columns of sprites in each row
  • the file names following order are the files in order from left to right in the sprite sheet, if, for example there are more than 5 files, and there are only 5 columns per row, it will start a new row at file 6
  • if there is “NULL” instead of file name, this space will be ignored and will leave that spot empty and move on to the next column.
  • once it reaches end, it ends and exports the file.

That’s it, pretty simple!

After we selected the template, we would name the file (this action is included in step 3’s GIF file), the name needs to be compatible with the game. If it is a mob/NPC, as long as you also make a mob/NPC with the same name, it will be compatible.

add in the sprites!

Texture Packer

Step 4

Texture Packer

this will result in two files, one of which is the actual sprite sheet, the next is simply instructions for the game on how to load the sprite sheet.

Texture Packer
Texture Packer

From top to bottom:

  • Width
  • Height
  • Padding along the X axis
  • Padding along the Y axis