User prompt
haz que no se muestre la pagina principal
User prompt
haz que la pagina inicial sea introducción
User prompt
crea una pagina 4 llamada introducción separado de las demás paginas
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(introductionAsset);' Line Number: 379
User prompt
haz que se muestre en foreground
User prompt
Agrega el asset introductión a la escena
User prompt
haz que introducción se muestre por 4 segundos
User prompt
cuando se inicia no se muestra la introducción
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(introductionScreen);' Line Number: 379
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'foregroundContainer.addChild(introductionScreen);' Line Number: 379
User prompt
agregalo a foreground
User prompt
Cuando se inicie juego agrega una introduccion por unos segundos con el asset introduction
User prompt
Please fix the bug: 'Uncaught TypeError: LK.getSound(...).pause is not a function' in or related to this line: 'LK.getSound('rockmovement').pause(); // Pause rockmovement sound when switching to another page' Line Number: 423
User prompt
haz que el sonido de movimiento de la roca se pause cuando se esta en otra pagina
User prompt
Extras page aun se muestra cuando se abre menu principal
User prompt
crea una pagina 4 llamada extras separado de las demás paginas
User prompt
cosmetic page aun se muestra cuando se abre menu principal
User prompt
crea una pagina 4 llamada Cosmetic separado de las demas paginas
User prompt
Rock page aun se muestra cuando se abre menu principal
User prompt
crea una pagina 3 llamada Rock separado de la pagina 1 (juego base) y pagina 2 (Upgrade)
User prompt
Repite la acción para rock page, cosmetic page y extras page
User prompt
cuando se abre menu upgrade aun se muestra contenido de menu principal
User prompt
crea una pagina 2 llamada Upgrade separado de la pagina 1 (juego base) menu
User prompt
agrega todo el juego principal como parte de pagina 1
User prompt
arregla el fallo que al cambiar de vuelta a pagina 1 no se muestra ningun objeto y se sigue mostrando pagina 2
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
meters: 0,
money: 0,
spin: 0
});
/****
* Classes
****/
// Create a BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a CosmeticPage class
var CosmeticPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the cosmetic page
var cosmeticBackground = self.attachAsset('menuCosmetic', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the cosmetic page
var titleText = new Text2('Cosmetic Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create an ExtrasPage class
var ExtrasPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the extras page
var extrasBackground = self.attachAsset('menuExtras', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the extras page
var titleText = new Text2('Extras Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create a ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
return self;
});
// Create a Player class
var Player = Container.expand(function () {
var self = Container.call(this);
// Create a list named 'rock' and add the 'Rock0' asset to it
var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4'];
// Attach a shape asset to represent the player
self.playerGraphics = self.attachAsset(rock[0], {
anchorX: 0.5,
anchorY: 0.5
});
// Set player speed
self.speed = 5;
// This is automatically called every game tick, if the player is attached!
self.update = function () {
self.y += self.speed;
// Add gravity to the player
if (self.y < 2732 / 2 - self.height / 2 + 50) {
self.speed += 0.5;
} else {
self.speed = 0;
self.y = 2732 / 2 - self.height / 2 + 50; // Ensure player lands correctly
jump = 2; // Reset jump count when player lands
}
// Add rotation to the player
self.rotation += 0.05;
// Play or pause rockmovement sound based on rock's position
if (self.y < 2732 / 2 - self.height / 2 + 50) {
LK.getSound('rockmovement').stop(); // Stop sound when rock is in the air
self.lastWasOnGround = false; // Track if the rock was on the ground
} else {
if (!self.lastWasOnGround) {
LK.getSound('rockFall').play(); // Play rockfall sound when rock lands
LK.setTimeout(function () {
LK.getSound('rockmovement').play({
loop: true
}); // Play sound when rock is on the ground after rockfall
}, 100); // Delay rockmovement sound by 100ms after rockfall
} else {
LK.getSound('rockmovement').play({
loop: true
}); // Ensure rockmovement sound loops continuously
}
self.lastWasOnGround = true; // Update the state to indicate rock is on the ground
}
};
});
// Create a RockPage class
var RockPage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the rock page
var rockBackground = self.attachAsset('menuRock', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the rock page
var titleText = new Text2('Rock Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create an UpgradePage class
var UpgradePage = Container.expand(function () {
var self = Container.call(this);
// Add a background for the upgrade page
var upgradeBackground = self.attachAsset('menuUpgrade', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add a title text for the upgrade page
var titleText = new Text2('Upgrade Page', {
size: 200,
fill: 0xFFFFFF,
font: "Medieval"
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 200;
self.addChild(titleText);
// Add a button to return to the main menu
var backButton = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 200
});
self.addChild(backButton);
var backText = new Text2('Back', {
size: 150,
fill: 0x000000,
font: "Medieval"
});
backText.anchor.set(0.5, 0.5);
backText.x = backButton.x;
backText.y = backButton.y;
self.addChild(backText);
// Add interaction to the back button
backButton.down = function () {
backButton.isPressed = true;
backButton.scaleX *= 1.1;
backButton.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
backButton.up = function () {
if (backButton.isPressed) {
backButton.scaleX /= 1.1;
backButton.scaleY /= 1.1;
backButton.isPressed = false;
// Logic to return to the main menu
game.showMainMenu();
}
};
return self;
});
// Create a Text class to display the meters covered
var MeterText = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 100,
fill: 0xFFFFFF
});
self.update = function () {
self.setText('Meters: ' + (meters / 1000).toFixed(2) + ' km');
};
});
// Create a MoneyText class to display the amount of 'money'
var MoneyText = Text2.expand(function () {
var self = Text2.call(this, '0', {
size: 100,
fill: 0xFFFFFF
});
self.update = function () {
self.setText('Money: ' + money);
};
});
/****
* Initialize Game
****/
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create an introduction screen
var introductionScreen = LK.getAsset('Introduction', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
foregroundContainer.addChild(introductionScreen);
// Hide the introduction screen after a few seconds
LK.setTimeout(function () {
introductionScreen.visible = false;
}, 3000); // Display for 3 seconds
// Initialize the extras page
var extrasPage = new ExtrasPage();
game.addChild(extrasPage);
extrasPage.visible = false; // Start with the extras page hidden
// Method to show the extras page
game.showExtrasPage = function () {
// Logic to display the extras page
foregroundContainer.visible = false;
extrasPage.visible = true;
// Hide all other game elements to ensure only the extras page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
};
// Method to show the rock page
game.showRockPage = function () {
// Logic to display the rock page
foregroundContainer.visible = false;
rockPage.visible = true;
// Hide all other game elements to ensure only the rock page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
};
// Method to show the main menu
game.showMainMenu = function () {
// Logic to display the main menu
foregroundContainer.visible = true;
upgradePage.visible = false;
rockPage.visible = false; // Ensure the rock page is hidden
cosmeticPage.visible = false; // Ensure the cosmetic page is hidden
extrasPage.visible = false; // Ensure the extras page is hidden
// Show all other game elements to ensure the main menu is fully visible
backgroundContainer.visible = true;
midgroundContainer.visible = true;
};
// Method to show the upgrade page
game.showUpgradePage = function () {
// Logic to display the upgrade page
foregroundContainer.visible = false;
upgradePage.visible = true;
// Hide all other game elements to ensure only the upgrade page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
};
// Method to show the cosmetic page
game.showCosmeticPage = function () {
// Logic to display the cosmetic page
foregroundContainer.visible = false;
cosmeticPage.visible = true;
// Hide all other game elements to ensure only the cosmetic page is visible
backgroundContainer.visible = false;
midgroundContainer.visible = false;
};
// Initialize the upgrade page
var upgradePage = new UpgradePage();
game.addChild(upgradePage);
upgradePage.visible = false; // Start with the upgrade page hidden
// Initialize the rock page
var rockPage = new RockPage();
game.addChild(rockPage);
rockPage.visible = false; // Start with the rock page hidden
// Initialize the cosmetic page
var cosmeticPage = new CosmeticPage();
game.addChild(cosmeticPage);
cosmeticPage.visible = false; // Start with the cosmetic page hidden
// Initialize BackgroundContainer, MidgroundContainer, and ForegroundContainer
var backgroundContainer = new BackgroundContainer();
var midgroundContainer = new MidgroundContainer();
var foregroundContainer = new ForegroundContainer();
// Add containers to the game in the correct order
game.addChild(backgroundContainer);
game.addChild(midgroundContainer);
game.addChild(foregroundContainer);
// Add the 'bottom' asset to the foreground container
var bottomAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 550,
y: 1870
});
foregroundContainer.addChild(bottomAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomAsset.down = function () {
bottomAsset.isPressed = true;
bottomAsset.scaleX *= 1.1;
bottomAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomAsset.up = function () {
if (bottomAsset.isPressed) {
bottomAsset.scaleX /= 1.1;
bottomAsset.scaleY /= 1.1;
bottomAsset.isPressed = false;
// Logic to switch to the Upgrade page
game.showUpgradePage();
}
};
// Add text to the bottom asset
var bottomText = new Text2('Upgrade', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomText.anchor.set(0.5, 0.5); // Centered on both axes
bottomText.x = bottomAsset.x;
bottomText.y = bottomAsset.y;
foregroundContainer.addChild(bottomText);
// Add the 'bottomRock' asset parallel to 'bottomUpgrade' on the right side
var bottomRockAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
// Positioned parallel to bottomUpgrade on the right side
y: 1870
});
foregroundContainer.addChild(bottomRockAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomRockAsset.down = function () {
bottomRockAsset.isPressed = true;
bottomRockAsset.scaleX *= 1.1;
bottomRockAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomRockAsset.up = function () {
if (bottomRockAsset.isPressed) {
bottomRockAsset.scaleX /= 1.1;
bottomRockAsset.scaleY /= 1.1;
bottomRockAsset.isPressed = false;
// Logic to switch to the Rock page
game.showRockPage();
}
};
// Add text to the bottomRock asset
var bottomRockText = new Text2('Rock', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomRockText.anchor.set(0.5, 0.5); // Centered on both axes
bottomRockText.x = bottomRockAsset.x;
bottomRockText.y = bottomRockAsset.y;
foregroundContainer.addChild(bottomRockText);
// Add the 'bottomCosmetic' asset 450 pixels below 'bottomUpgrade'
var bottomCosmeticAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 550,
y: 1870 + 430
});
foregroundContainer.addChild(bottomCosmeticAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomCosmeticAsset.down = function () {
bottomCosmeticAsset.isPressed = true;
bottomCosmeticAsset.scaleX *= 1.1;
bottomCosmeticAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomCosmeticAsset.up = function () {
if (bottomCosmeticAsset.isPressed) {
bottomCosmeticAsset.scaleX /= 1.1;
bottomCosmeticAsset.scaleY /= 1.1;
bottomCosmeticAsset.isPressed = false;
// Logic to switch to the Cosmetic page
game.showCosmeticPage();
}
};
// Add text to the bottomCosmetic asset
var bottomCosmeticText = new Text2('Cosmetic', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomCosmeticText.anchor.set(0.5, 0.5); // Centered on both axes
bottomCosmeticText.x = bottomCosmeticAsset.x;
bottomCosmeticText.y = bottomCosmeticAsset.y;
foregroundContainer.addChild(bottomCosmeticText);
// Add the 'bottomExtras' asset 430 pixels below 'bottomRock'
var bottomExtrasAsset = LK.getAsset('bottom', {
anchorX: 0.5,
anchorY: 0.5,
x: 1500,
y: 1870 + 430
});
foregroundContainer.addChild(bottomExtrasAsset);
// Add interaction to increase size by 10% on press and revert on release
bottomExtrasAsset.down = function () {
bottomExtrasAsset.isPressed = true;
bottomExtrasAsset.scaleX *= 1.1;
bottomExtrasAsset.scaleY *= 1.1;
LK.getSound('butomtouch').play();
};
bottomExtrasAsset.up = function () {
if (bottomExtrasAsset.isPressed) {
bottomExtrasAsset.scaleX /= 1.1;
bottomExtrasAsset.scaleY /= 1.1;
bottomExtrasAsset.isPressed = false;
// Logic to switch to the Extras page
game.showExtrasPage();
}
};
// Add text to the bottomExtras asset
var bottomExtrasText = new Text2('Extras', {
size: 150,
// Very large size
fill: 0x000000,
// Black color
font: "Medieval" // Medieval style
});
bottomExtrasText.anchor.set(0.5, 0.5); // Centered on both axes
bottomExtrasText.x = bottomExtrasAsset.x;
bottomExtrasText.y = bottomExtrasAsset.y;
foregroundContainer.addChild(bottomExtrasText);
var currentRockIndex = storage.currentRockIndex || 0; // Load saved background skin index or default to 0
var meters = storage.meters || 0; // Load saved meters or default to 0
var money = storage.money || 0; // Load saved money or default to 0
// Initialize a rock asset with a design
var rock = LK.getAsset('Rock0', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
backgroundContainer.addChild(rock);
// Make the rock jump when the screen is touched
game.down = function (x, y, obj) {
if (jump > 0 && y < 2732 / 2 + 200) {
LK.getSound('rockjump').play(); // Play rockjump sound when the rock jumps
player.speed = -18; // Give an initial upward speed for the jump
player.y -= 10; // Adjust position slightly to ensure jump effect
player.update(); // Ensure the update method is called to apply the jump
jump--; // Decrease jump count
}
};
// Create a background asset using the saved skin index
var background = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Add the background to the game
backgroundContainer.addChild(background);
// Create a clone of the background asset
var backgroundClone = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + background.width,
y: 2732 / 2
});
// Add the clone to the game
backgroundContainer.addChild(backgroundClone);
// Create a second clone of the background asset
var backgroundClone2 = LK.getAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 2 * background.width,
y: 2732 / 2
});
// Add the second clone to the game
backgroundContainer.addChild(backgroundClone2);
// Create a player instance and add it to the game
var player = midgroundContainer.addChild(new Player());
// Position player more towards the center of the screen
player.x = 2048 / 4;
player.y = 2732 / 2 + 10;
// Initialize a variable to track 'meters'
// Initialize a variable to track available jumps
var jump = 2;
// Initialize a variable to track 'giros'
// Create a MeterText instance and add it to the game
var meterText = foregroundContainer.addChild(new MeterText());
// Position MeterText further down on the screen
meterText.x = 0;
meterText.y = 200; // Adjusted Y position for MeterText
// Create a GirosText instance and add it to the game
var moneyText = foregroundContainer.addChild(new MoneyText());
// Position MoneyText below the MeterText further down on the screen
moneyText.x = 0;
moneyText.y = meterText.y + meterText.height + 50; // Adjusted Y position for MoneyText
// Initialize a variable to track 'money'
// Create a list named 'rock' and add all the 'rock<number>' assets to it
// Ensure rock array is initialized with all rock assets
var rock = ['Rock0', 'Rock1', 'Rock2', 'Rock3', 'Rock4', 'Rock5', 'Rock6', 'Rock7', 'Rock8', 'Rock9'];
// Create a list named 'SkinSelect'
var SkinSelect = [];
var assets = LK.assets;
if (assets) {
for (var i = 0; i < assets.length; i++) {
if (assets[i].id.startsWith('Rock')) {
rock.push(assets[i].id);
}
}
rock.sort(function (a, b) {
return parseInt(a.replace('Rock', '')) - parseInt(b.replace('Rock', ''));
});
}
game.update = function () {
background.x -= 5;
backgroundClone.x -= 5;
backgroundClone2.x -= 5;
if (background.x + background.width < 0) {
background.x = backgroundClone2.x + background.width;
}
if (backgroundClone.x + backgroundClone.width < 0) {
backgroundClone.x = background.x + background.width;
}
if (backgroundClone2.x + backgroundClone2.width < 0) {
backgroundClone2.x = backgroundClone.x + backgroundClone.width;
}
// Increment 'meters' every second
if (LK.ticks % 60 == 0) {
meters += 1;
// Log every time 250 meters are advanced
if (meters % 250 === 0) {
console.log('Advanced 250 meters');
// Play the 'HoundreMeters' sound every 250 meters
LK.getSound('HoundreMeters').play();
// money += 25; // Removed money increment when meters increase by 250
// Change background sprite
currentRockIndex = (currentRockIndex + 1) % 8; // Cycle through 0 to 7
background.removeChild(background.playerGraphics);
background.playerGraphics = background.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone.removeChild(backgroundClone.playerGraphics);
backgroundClone.playerGraphics = backgroundClone.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
backgroundClone2.removeChild(backgroundClone2.playerGraphics);
backgroundClone2.playerGraphics = backgroundClone2.attachAsset('Background' + currentRockIndex, {
anchorX: 0.5,
anchorY: 0.5
});
}
// Play the 'HoundreMeters' sound at 250 meters
if (meters === 250) {
LK.getSound('HoundreMeters').play();
}
}
// Save progress every 1 second
if (LK.ticks % 60 == 0) {
storage.meters = meters;
storage.money = money;
storage.currentRockIndex = currentRockIndex; // Save current background skin index
}
}; ===================================================================
--- original.js
+++ change.js
que no contenga sombras ni luces
una cabeza de moai redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de hierro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera de oro. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una piedra redonda musgosa. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
la bandera de argentina redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de cobre. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de silver. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
moneda de gold. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
diamante Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una rueda de carretilla medieval. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de basquetbal modelo Molten. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pelota de futbol hecha de hielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Bola disco. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de voley de planta. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de pinchos. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una bola de lana. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Agrega una esfera que dentro contenga un cielo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una esfera con la via láctea. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
proporción 1000-2000, marios más robustos y sin tanto relieve
Un papel medieval con una enorme flecha hacia la izquierda de pintura en medio. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera del dragon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera demoniaca. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Esfera de hada. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
una manzana redonda. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un capiraba redondo como una pelota. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Un armadillo hecho bolita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Una estrella redondita. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mejorar el diseños de lás casas para que sean más medievales y aumentar su calidad, más arboles y mejorar la calidad del cesped