Skip to Content
TutorialsA new enemy look

A new enemy look

Make a red “Fire Ant” from the game’s BlueAnt: same model, animations and behaviour, your textures, its own type. The pack carries only your PNGs; the port builds the rest from each player’s own game.

Make the kind

Open Kinds and press New kind. Name it Fire Ant and pick the base type (search BlueAnt). Studio makes kinds/fire_ant.json and an empty kinds/fire_ant/ folder.

The Kinds window for Fire Ant
The kind's size and texture slots.

Export the textures to paint over

Press Export base textures (to paint over). Each texture slot of the base model is written as kinds/fire_ant/<slot>.png, at its own size.

Those exports come from your ROM. Paint over them for your own work, but ship only images you made: start fresh in the same size, or repaint them fully.

Paint

Edit the PNGs in any paint program. Keep each image the same size as its slot (the window lists the sizes: 32 × 32, 16 × 16…). Small textures read best with strong, simple patterns.

Use your files

For each slot, press Use file. The slot now says “replaced”. Base goes back to the game’s texture for that slot. Set Size if you want bigger or smaller ants (1.00 is the base’s).

Place them

The kind is in Prefabs › Pack kinds. To make a whole squad spawn Fire Ants, place a squad (Groups › Squad, region and locked door with BlueAnts) and tell its squadron to use the kind: in the squadron’s entry in levels/<level>/objects.json, add

"kindFields": { "baddyType": "pack:kind/fire_ant" }

The build writes the kind’s id and multiplies the squad’s size by the kind’s.

Play

Save, Play, and meet your ants.

There’s no Inspector field for kindFields yet, so for now that one line is a hand edit. The example world’s Ember Caverns does exactly this.

What a kind can’t do yet

  • New meshes or animations: a kind is always its base’s model.
  • New behaviour: it acts like its base (squads treat it as one).
  • Both are planned.
Last updated on