Modding Graphics


 * 1) Open the delver jar file with winrar or any other archive extractor.

Note: All graphics are based on tiles with power of two values, eg. 16x16, 32x32, 8x8.
 * 1) Find the and extract the textures in the base of the .jar and place them in your assets folder.
 * 2) Now open the textures in your preferred image editor and change them how ever you wish.

ie. the standard tiles in textures.png are 16x16 with 4 tiles on each row.

Folders and files
All standard graphics are read from the assets folder in the same directory as your jar file. While the UI textures are read from UI which should be next to your assets folder.
 * Assets
 * textures.png - Contains all the tiles
 * sprites.png - Contains sprites used for the maps, like torches, ladders, grass, etc.
 * entities.png - Contains all the monsters
 * items.png - Contains all the items
 * menu.png - This is used for the main menu buttons
 * font.png - The font used 
 * UI
 * pixel.png - Font used in the options menu (only)
 * pixel.fnt - Contains values for spacing of all the pixel.png bitmap font characters.
 * skin.png - Skin used for the options menu (only)
 * skin.json - Contains layout properties for the menu

Increasing resolution
To increase the resolution of the textures, simply double the size of the image.

All images except pixel.png and skin.png support this.

Adding custom item textures
In the items.dat file, you can change the custom variables for your weapon, and the texture it loads. Edit the number beside the "tex:" variable to the slot the texture you want to load is located.



Adding custom enemy textures
For monsters, the slime's first frame starts at 0, the very top left slot, and the second at slot 1, the frame right beside frame 0. If "hasAttackAnim:" is set to true, slot 3 would be loaded as an attack animation for the slime. It is not like this however, so it the slot 3 is the next monster's first sprite. You can see the image below on how this works.

1 is the first frame, set "tex:" to whatever slot number this is.

2 is the next frame. A second frame is ALWAYS required.

A is the optional attack animation frame.