RECORDANDRONCO/mods/example/sequences/assets
2026-08-31 19:45:35 +10:00
..
android_attack.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
android_die.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
android_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
android_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
biotitan_attack.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
biotitan_die.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
biotitan_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
biotitan_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_barrel2.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_barrel.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_bookshelf.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_depot.png RECORDS ECONOMY + UX: hauler is a Harvester (Records, cap 20), Record Depot refinery building at spawn, cash counter HUD (IngameCashCounterLogic in PLAYER_WIDGETS), fog of war (RevealsShroud on player units, HiddenUnderFog monsters), unit tooltips via fluent, win/lose (MissionObjectives + ConquestVictoryConditions) 2026-08-31 19:22:42 +10:00
d_junk1.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_streetlight.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
d_workshop.png PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash 2026-08-31 19:45:35 +10:00
example.png Modernized the SDK. 2023-03-27 20:24:23 +02:00
hauler_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
hauler_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
hound_attack.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
hound_die.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
hound_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
hound_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
i_hauler.png PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash 2026-08-31 19:45:35 +10:00
i_swat.png PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash 2026-08-31 19:45:35 +10:00
i_warcar.png PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash 2026-08-31 19:45:35 +10:00
i_workshop.png PRODUCTION + TECH TREE: player-side ClassicProductionQueues (Base/Units), sidebar with ClassicProductionLogic palette + type buttons, buildable swat/$250 hauler/$700 warcar/$900 (workshop prereq = first tech edge), Workshop building $1200 with placement preview, depot produces both queues with exits, build icons generated from sprites, $2000 starting cash 2026-08-31 19:45:35 +10:00
mapeditor.png Modernized the SDK. 2023-03-27 20:24:23 +02:00
mpspawn.png Modernized the SDK. 2023-03-27 20:24:23 +02:00
mutantbrawler_attack.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantbrawler_die.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantbrawler_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantbrawler_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantgunner_attack.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantgunner_die.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantgunner_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
mutantgunner_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
records.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
swat_die.png FIRST STRIKE: swat infantry — 8-facing PngSheet sprites baked from quaternius Swat via spritebake pipeline (idle/run/shoot/die), Locomotor, starting support squad 2026-08-31 01:38:34 +10:00
swat_idle.png FIRST STRIKE: swat infantry — 8-facing PngSheet sprites baked from quaternius Swat via spritebake pipeline (idle/run/shoot/die), Locomotor, starting support squad 2026-08-31 01:38:34 +10:00
swat_run.png FIRST STRIKE: swat infantry — 8-facing PngSheet sprites baked from quaternius Swat via spritebake pipeline (idle/run/shoot/die), Locomotor, starting support squad 2026-08-31 01:38:34 +10:00
swat_shoot.png FIRST STRIKE: swat infantry — 8-facing PngSheet sprites baked from quaternius Swat via spritebake pipeline (idle/run/shoot/die), Locomotor, starting support squad 2026-08-31 01:38:34 +10:00
warcar_run.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00
warcar_stand.png JUNKTOWN: the map lives — DOOMSDAY tileset (48 tiles from eldamar materials), 5 monster types sliced from Doomsday Horrors 21x21 sheets (stand/run/attack/die, 8 facings), 2 16-facing vehicles from Apocalyptic Autos, doodads, records-as-resource layer with procedural vinyl sprites, machine-gun combat with FX pack audio, generated 50x50 map with roads/plazas/record fields/mutant camps 2026-08-31 13:20:57 +10:00