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	Comments on: JavaScript RPG Game Development &#124; Episode 2: Map- and Character Creation	</title>
	<atom:link href="https://www.timo-ernst.net/blog/2022/01/09/lets-code-a-final-fantasy-style-browser-game-with-rpg-js-map-and-character-creation-episode-2/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.timo-ernst.net/blog/2022/01/09/lets-code-a-final-fantasy-style-browser-game-with-rpg-js-map-and-character-creation-episode-2/</link>
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		By: Congyu Wen (BackMir maintainer)		</title>
		<link>https://www.timo-ernst.net/blog/2022/01/09/lets-code-a-final-fantasy-style-browser-game-with-rpg-js-map-and-character-creation-episode-2/#comment-122086</link>

		<dc:creator><![CDATA[Congyu Wen (BackMir maintainer)]]></dc:creator>
		<pubDate>Sat, 26 Sep 2026 01:02:40 +0000</pubDate>
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					<description><![CDATA[The missing spritesheet details you mention are exactly the sort of assumptions worth documenting alongside the image: frame size, facing-direction order and the point that touches the ground. I maintain BackMir, a browser adaptation of a solo RPG. For this kind of migration, I would keep stable map and character IDs separate from the image layout, so a later art replacement does not change save references. A small test map with one doorway, one obstacle and a character facing each direction is also a useful check before building a larger world. That makes visual offsets and collision mismatches much easier to spot.]]></description>
			<content:encoded><![CDATA[<p>The missing spritesheet details you mention are exactly the sort of assumptions worth documenting alongside the image: frame size, facing-direction order and the point that touches the ground. I maintain BackMir, a browser adaptation of a solo RPG. For this kind of migration, I would keep stable map and character IDs separate from the image layout, so a later art replacement does not change save references. A small test map with one doorway, one obstacle and a character facing each direction is also a useful check before building a larger world. That makes visual offsets and collision mismatches much easier to spot.</p>
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