Materials

What materials are

Materials are the reusable pieces you prepare inside a world: a sliced image, a character skin, an animation, a piece of music. Object sprites, floors, backgrounds and sounds all reference materials — change one material and every place that uses it changes too.

TypeWhat it's for
ImageA whole picture or a slice cut from a larger one — used as a sprite, floor or background
AnimationSeveral frames played in order (fire, water, turning gears)
SkinA user character's look, swappable at runtime
AudioA piece of music or a sound effect
PlaylistSeveral audio tracks grouped together, played in order or shuffled

Every material card shows a “#number” (an integer). Formulas reference materials by that number (switching skins, swapping sprites by state); click the number to copy it.

The Library is an account-level asset store (manage it on the portal's Library page; reuse it across worlds). When you pick or upload an asset in the Materials view, it is copied into the current world — so the world is self-contained: renaming, replacing or deleting it in the Library later never affects materials already in the world.

Creating and slicing

Open the Materials view and click “New” at the top: New folder / New slice / New skin / New audio / New playlist. New materials land in the folder you're currently in.

New slice: pick an image (from the Library or upload one) and drag out the area you want — “Still” mode creates an image material; “Frames” mode cuts a strip (frame width × frame count) into an animation material. You can also upload a GIF and let it extract the frames.

Images and animations can be re-sliced later to adjust the area or frame settings; they are auto-named (the image's name, or “name slice N”) and you can rename or move them in the material dialog at any time.

Animations have a frame rate and a loop switch — put an animation material on an object and it plays automatically.

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One image can yield many slices — for example cut the body, arms and weapons out of a character sheet and use them as separate sprites.

Skins

A skin is the user character's look. Create one in the Materials view (🧍 New skin): pick a character sheet and cut out the frames for side/front/back × idle/walk/run/jump.

The appearance selected in the skin list is what users wear by default when they enter your world — saving sets it as the world's default skin. With no skin set, a default generated look is used.

To change skins during play (a new outfit after a quest, a transformation when entering a cave), use the built-in “Skin” variable — see Variables · Skin for the syntax and rules.

Audio and playlists

New audio: pick from the Library or upload a piece of music or a sound effect to create an audio material; preview it in the material dialog to confirm.

New playlist: group several audio materials together, choose play-in-order or shuffle, and optionally loop.

Where to use them: scene background music, and object sounds on pickup, gate opening, dialogue, stepping into a trigger — see The Pillars of a World · Sound.

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The same track can serve as background music and as a sound effect; playlists are good for rotating several tracks through a scene.

Organising and references

Use folders to organise materials: create a folder, then drag materials onto the folder tree on the left to move them; right-click a folder to rename or delete it — deleting a folder moves its materials back to the root instead of deleting them.

The search box finds materials by name; the path at the top shows the current folder, and clicking it takes you back up.

Right-click a material to delete it. A material still used by a sprite, sound, skin or playlist can't be deleted — remove the references first.

Materials live inside one world; to reuse an asset across worlds, put it in the Library and pick it from there. Material numbers only ever increase — a deleted number is never reused, so formula references by number never shift.

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Keep frequently used assets in the Library and cut world-specific materials from them — the tidier your library, the faster you build.