RPG Adventure Studio
Resources

User's Manual

The complete reference for RPG Adventure Studio. Every tool, every flag, every keyboard shortcut.

Contents

  1. 1. Overview
  2. 2. Accounts and signing in
  3. 3. The Dashboard
  4. 4. Navigating the sidebar
  5. 5. Creating a new game
  6. 5b. The Build checklist
  7. 6. Tile editor
  8. 6a. Animating a tile
  9. 7. Map builder
  10. 7b. Sharing tiles to the Community Library
  11. 8. NPCs and dialogue
  12. 9. Classes and party
  13. 9b. Stat glossary (HP, MP, ATK, DEF, SPD, XP)
  14. 10. Items and weapons
  15. 11. Monsters and field combat
  16. 12. Combat order and party turns
  17. 13. Quests
  18. 14. Solution guide
  19. 15. Test player
  20. 16. Per-game engine flags
  21. 17. Publishing and sharing
  22. 18. Keyboard reference
  23. 19. Your data and privacy

1. Overview

RPG Adventure Studio is a browser-based toolkit for building, testing, and publishing classic top-down role-playing games — think original Legend of Zelda or Dragon Quest. You design tiles, paint maps, populate the world with NPCs, monsters, items and quests, then play it solo or share a public link with anyone.

Everything is project-scoped: every game you create has its own tiles, maps, classes, items, monsters and quests — nothing leaks between projects.

The same data powers both the in-browser Test player and the public Play page, so what you see while building is exactly what your players see.

2. Accounts and signing in

Sign up with email and password, or use Google sign-in. Email accounts must verify their address before signing in.

Your account owns every game, tile, map, NPC, item, monster and quest you create. Other users can play your published games but cannot edit them.

An admin role exists for project maintainers and unlocks the Admin console in the sidebar. Regular users do not see it.

3. The Dashboard

The Dashboard is your landing page after signing in. It summarizes everything you've built across every game.

Stat tiles at the top show counts of Games, Published games, Maps, NPCs, Monsters, Items and Quests. Click any tile to jump straight to that area.

Recent games appear as cover cards below the stats — click one to open it, or use the Test link on each card to launch the in-browser player immediately.

If you have no games yet, the Dashboard shows a CTA to create your first one.

5. Creating a new game

The New game wizard now has 7 steps: Identity → Starter pack → Theme → Style → World → Heroes → Review. The Starter pack step picks how much world content is seeded for you, and the new Heroes step picks which playable classes ship with your game.

Open New game from the sidebar. Provide a title and short description.

On the Starter pack step, choose one of three options: Blank canvas (just 10 tiles + an empty overworld), Tiny dungeon crawl (16x16 overworld with a doorway into a stone dungeon, a guide NPC, a slime monster, a healing potion, and a starter quest that links them), or Village & cave (32x32 grass-and-forest with a small village, three NPCs, a cave map, a bat, an heirloom-sword quest).

Picking a non-blank starter pack auto-fills the recommended Theme and World size — you can still override them on the next steps.

On the Heroes step, tick which classes (Fighter, Wizard, Rogue, Cleric, Ranger) should be available to players. All five are selected by default and seed full stats + starter abilities; deselect any you don't want, or unselect everything to design custom classes from scratch in the Classes editor.

After creation you land on the game's overview page. The Build checklist at the top of that page (see section 5b) walks you through everything else, and every builder tool for the game appears in the sidebar under that game's name.

Per-game flags (currency_label, currency_icon, display_hp, hp_per_heart) let you reskin the HUD without code — see section 16.

Tips

  • Use a starter pack the first time you build — opening a real, painted, playable map is the fastest way to learn how tiles, maps, NPCs, monsters, items and quests reference each other.
  • Everything seeded by a starter pack is editable like any other content: rename the NPC, repaint the cave, rewrite the quest. The pack is a starting point, not a lock-in.

5b. The Build checklist

Every game's overview page now opens with a Build checklist that turns 'what do I do next?' into a clickable to-do list.

The checklist tracks 8 milestones: at least 5 tiles, an overworld with at least 20 painted cells, an NPC, a monster, an item, a quest, a successful Test play, and a published version.

Each row is a link straight to the relevant editor with a one-line hint about why the step matters. A progress bar shows your percentage complete.

Items already done are checked off and dimmed; outstanding items stay highlighted so you can always see the next move.

Tips

  • Aim to clear the checklist in order — tiles first, then the map, then NPCs, monsters, items, quests, test, publish. Each step builds on the one before it.
  • Starter packs complete most of the checklist immediately; opening a seeded game and clicking Test play is often a one-click playable experience.

6. Tile editor

Tiles are the building blocks of every map. Each tile is a small pixel-art square with gameplay properties.

Steps

  1. Open Tile editor under your game. You'll see every tile grouped by category (terrain, water, buildings, monsters, npcs, …).
  2. Click New tile to create one, or click Edit on any existing tile to open it in the full editor (pixel canvas, properties, animation, AI generation).
  3. Give the tile a name and pick a Category — this matters: tiles saved under npcs only appear in the NPC editor's Character Tile dropdown, and tiles saved under monsters only appear in the Monster editor's Monster Tile dropdown.
  4. Paint pixel-by-pixel on the canvas, or use the Generate with AI panel to seed a graphic from a short prompt (e.g. "Make a werewolf", "Mossy stone wall", "Healing potion"). The result is downsampled to the tile's native pixel size (16/32/64) and dropped onto the canvas — you can then edit it pixel-by-pixel like any other tile.
  5. Toggle Walkable off for walls, water and any impassable terrain. Set Blocks sight and Movement cost on the Properties tab.
  6. To animate the tile, switch to the Animation tab and follow the dedicated steps below (section 6a). In short: turn Animated ON, click Add frame for each frame, paint each one on the canvas, set Frame duration (ms), and watch the Live preview.
  7. Save — the tile is now usable in the Map builder, NPC editor, Monster editor, and Items / Weapons editors.

Tips

  • Aim for 8–12 base tiles before painting your first map. You can always add more.
  • Stick to a tight 8–16 color palette for an authentic retro look.
  • Use distinct shapes for paths so players can read where they can walk at a glance.
  • AI generation works best with short, concrete prompts and the category set correctly first — "Make a werewolf" with category npcs gives a clean character sprite; the same prompt under terrain may look out of place on a map.
  • Generated tiles are just starting points — touch them up on the pixel canvas to nail the silhouette and your palette.

6a. Animating a tile

Any tile can play a short looping animation made of 2 or more frames. Water ripples, flickering torches, swaying grass, a glowing potion and character idle bobs are all just a tile with a few frames and a frame duration.

Steps

  1. Open the tile in the Tile editor and click the Animation tab (next to Properties).
  2. Toggle Animated ON. The frame strip and Frame duration field become active.
  3. Set Frame duration (ms) — this is how long each frame holds before advancing. 200ms is the lively default; 100ms feels fast (fire, sparkles), 400ms feels ambient (water, banners).
  4. Click Add frame. The current canvas is copied into a new frame and selected. Edit it on the pixel canvas — every change applies to the active frame only.
  5. Repeat Add frame for each additional frame. Two frames is enough for water or a torch; three or four is plenty for a character idle or a walk cycle.
  6. Click any frame thumbnail to select and edit it. Click Edit base tile to return to the non-animated base art (used as the static preview in lists and as the fallback if the tile is later un-animated).
  7. Watch the Live preview panel at the bottom of the Animation tab — it loops the frames at your chosen duration so you can judge timing without saving.
  8. Save. The Map builder and the Play / Test player will now render the tile animated wherever it appears on a map.

Tips

  • Change the smallest thing per frame. Move 2–4 pixels — a flame tip, a ripple, a glint — not the whole tile. Bigger changes read as a glitch, not animation.
  • Reuse the palette. An animated frame should pull from the same colors as the base tile so it never flashes a new hue.
  • Match phase across copies. Every instance of a water tile on a map animates on the same clock, so a whole lake sways together. Don't try to offset them — let the synchrony do the work.
  • Good frame counts: 2 frames for water, lava, torches, sparkles. 3 frames for a slow swaying tree or banner. 4 frames for a character idle bob or a walk cycle.
  • Good frame durations: 100–150ms for fire / sparkles, 200ms for character idles, 300–450ms for water and ambient props.
  • AI generation runs on a single frame. Generate your base art, then click Add frame and hand-edit each additional frame from the duplicate it gives you.
  • Turning Animated OFF preserves your frames in storage but the tile falls back to the base art — flip it back on later without losing work.
  • Animated tiles also animate when used as NPC portraits, monster sprites, items on the ground, party heroes and dialogue portraits — not just on map cells.

7. Map builder

Maps are grids of tiles. A game can have many maps connected by portals.

Steps

  1. Open Map builder, create a new map and set its width and height in tiles.
  2. Pick a tile from the palette and paint cells on the grid. The toolbar has Paint, Erase, Fill, Start position, and Portal tools.
  3. Use the Start tool to mark the player's spawn tile on the map you want as your entry point.
  4. Use the Portal tool to link a cell to another map: click the cell, then pick a destination map and arrival x/y in the dialog. Portals show as a purple ⇆ marker on the canvas.
  5. The Erase tool removes both tiles and portals. The side panel shows a live count of portals on the current map.

Tips

  • Start with a single small map (12×12) to learn the flow.
  • Place a return portal in the destination map so players can walk back the way they came — otherwise they'll be stuck.
  • Portals live on the triggers layer and co-exist with the terrain underneath, so a doorway tile can be both walkable scenery and a warp.
  • Use one obvious entry tile per map and keep portals near map edges so players can find them.

7b. Sharing tiles to the Community Library

Any tile you've made can be published to the Community Tile Library so other creators can pull it into their own games — and you can browse and import tiles others have shared.

Steps

  1. In the Tile editor, click **Share to community** in the header. A dialog lets you set the uploader name shown to others (defaults to your display name) and an optional description.
  2. Click Share. The tile — including its category, walkable flag, base art, and any animation frames — is published to the public library.
  3. To browse community tiles, open the Tile library dialog (Browse Library in the Map builder or Tile list) and switch to the **Community** tab. Search by tile name or creator, filter by category, and sort by Most recent or Most popular (by install count).
  4. Select one or more community tiles and click Import — they're added to the current game's tile set as editable copies.
  5. Tiles you've shared show a trash icon on the community feed — use it to remove a tile from the public library at any time. Admins can also remove inappropriate uploads.

Tips

  • Set the tile's Category before sharing — community browsers filter by category, so a character tile published under terrain will be hard to find.
  • Animated tiles share their full frame list. A well-animated water or torch tile is one of the most useful things you can contribute.
  • Importing a community tile copies it into your game — edit it freely without affecting the original or other people's copies.

8. NPCs and dialogue

NPCs (non-player characters) live on specific tiles. When the party walks into them an interactive dialogue panel opens.

Steps

  1. Open NPCs, create one, give it a name, role and a portrait.
  2. Pick the map and tile coordinates where the NPC stands.
  3. Write a greeting, then add scripted lines the player can step through with the Listen button.
  4. Add keyword responses (name, job, help, rumor, …) — each one becomes a clickable chip in the dialogue UI, and players can also type free-form questions in the Ask box.
  5. Use **Gives item on first chat** to hand the player an item the first time they speak to the NPC (e.g. the Old Man's Wooden Sword).
  6. Use **Wants an item (gift quest)** to make the NPC accept a specific item from the player's inventory via the Give button — set the acceptance line, refusal line, and reward (gold, XP, another item, and/or permanent stat boosts: Max HP, Max MP, ATK, DEF, SPD).
  7. Enable **Thank the source NPC** (default on) so when an item received from NPC A is delivered to NPC B, B's acceptance line automatically appends a line thanking A by name — chaining two NPCs into a courier-style quest.

Tips

  • Greetings set the tone — keep them short and characterful.
  • Use scripted lines for story beats and keywords for lore the player can pull on demand.
  • Hook quest hand-offs to a specific keyword (e.g. quest, triforce) so players have to actually engage to advance the story.
  • For fetch quests, always pair the in-world hint with a Wants entry so the player can actually deliver the item — otherwise the quest dead-ends.
  • Stat rewards apply to every living hero and stack across quests — a small +1 ATK from three different NPCs becomes a meaningful party-wide bonus.

9. Classes and party

Classes define a hero's role: Fighter, Wizard, Rogue, etc. Players pick from your classes when forming a party of up to 4 heroes.

Steps

  1. Open Classes under the game and create the roles you want.
  2. Set base HP, MP, attack and defense. Add abilities with MP costs and unlock levels.
  3. Pick a portrait from the included library or upload your own.

Tips

  • Two to three well-differentiated classes (tank, damage, support) is plenty for a focused first game.

9b. Stat glossary (HP, MP, ATK, DEF, SPD, XP)

Every hero, monster and item shares the same core stats. Here's what each one does in combat and in the world.

Steps

  1. HP (Hit Points) — life. When a hero's HP hits 0 they're knocked out and skip their turn until revived; when a monster's HP hits 0 it's defeated. Restored by potions, inn rest, regen effects, and some class abilities.
  2. MP (Magic Points) — the resource spent to cast class abilities (spells, special attacks, heals). Each ability lists an MP cost; if a hero doesn't have enough MP, that ability is disabled. Restored by ether-style items and rest.
  3. ATK (Attack) — how much raw damage a basic Attack action deals. The defender's DEF is subtracted from it, so final damage ≈ ATK − DEF (minimum 1). Equipped weapons add to a hero's effective ATK.
  4. DEF (Defense) — damage reduction. Subtracted from incoming ATK before HP is lost. Equipped shields and armor add to a hero's effective DEF. The Defend action temporarily boosts DEF for one round.
  5. SPD (Speed) — turn order and field behavior. Higher SPD acts earlier within a round and improves the chance of a successful escape. For monsters, SPD ≥ 6 also makes them chase the party on the map; slower monsters wander randomly.
  6. XP (Experience) — awarded by defeating monsters. When a hero accumulates enough XP they level up, raising their HP, MP, ATK and DEF and unlocking class abilities tied to that level.

Tips

  • Rule of thumb for early-game balance: a starter hero's ATK should beat a starter monster's DEF by 2–4 so basic attacks feel meaningful, and the monster's HP should fall in 1–2 hits.
  • If a class has no MP-cost abilities, you can safely leave its MP at 0 — the engine just hides the MP bar for that hero.

10. Items and weapons

Items can be consumables (potions), equipment (weapons, shields, armor), throwables (bombs), traps and keys. Anything placed on a tile becomes interactable in the world.

Steps

  1. Open Items (or Weapons) and create one.
  2. Set its effect — HP/MP delta, attack/defense bonus, status effects like poison or regen.
  3. Choose a tile and a discovery method: visible, hidden (search with E), bombable, etc.
  4. Save — the item appears in-world the next time you Test.

Tips

  • Hidden items reward exploration — mix them with visible loot.
  • Traps with self_on_pickup fire the moment they're stepped on; use them sparingly in dungeons.
  • Items can declare any equip_slot string (weapon, shield, ring, tunic, tool…). The engine treats unknown slots generically.

11. Monsters and field combat

Monsters appear as roaming field enemies on tiles you assign and trigger turn-based combat against the whole party.

Field enemies are visible on the map. Within roughly three tiles of the party they show a red pulsing ring; at adjacency they show an exclamation mark.

Walking onto an enemy starts combat with party initiative. If a roaming enemy steps onto the party first, it's an ambush and the enemy strikes first.

Faster monsters (speed ≥ 6) chase the party. Slower ones wander randomly.

Steps

  1. Open Monsters, create one, set HP, attack, defense, speed, XP and gold rewards.
  2. Place it on a map tile, or let the engine spawn roaming enemies on walkable tiles.
  3. Test combat — Attack, use abilities (MP cost), Throw items, Use items on allies, or Revive fallen heroes.

Tips

  • Balance early monsters so a starter party kills them in 1–2 hits — new players bounce off long, brutal early fights.

12. Combat order and party turns

Combat cycles through every living party member in a fixed order before the enemy strikes. The combat HUD is built around at-a-glance status reading.

The enemy panel shows the monster's portrait, stats (attack, defense, speed), an HP bar, a surprise/ambush badge, and an enlarged battle log of the last eight events.

Below it, every hero gets their own status card with portrait, level, class, HP and MP bars (the bar turns red below 25% HP), effective attack and defense, equipped weapon, and active status effects (e.g. Poison 3).

The active hero is highlighted with a glowing primary-color ring and a pulsing dot. Heroes who have already acted dim to 60% opacity. Down heroes show a KO badge and dim further.

Each round, every alive hero acts once in the order you set in Party Setup. After the last hero acts, the enemy takes its turn, then the round restarts from the first alive hero.

Steps

  1. On a hero's turn, pick Attack, Ability, Throw, Use item, or Defend from the Party Actions row.
  2. If a hero is at 0 HP, the turn skips to the next living hero. Use a Revive item or class ability that revives to bring them back.
  3. If every hero falls, the run ends and you return to the title.

Tips

  • On phones and small screens, the combat panel collapses into a scrollable, single-column layout: the enemy card stacks on top, hero cards become compact rows, and the Party Actions row sticks to the bottom so you can always reach Attack/Ability/Defend without scrolling.

13. Quests

Quests give players concrete goals: defeat a boss, collect an item, talk to an NPC.

Steps

  1. Open Quests, create one, write its description.
  2. Define completion conditions (e.g. kill monster X, collect item Y, talk to NPC Z).
  3. Hook quests into NPC dialogue so players pick them up in-world.

14. Solution guide

The Solution view shows an automatically generated walkthrough of your game — start tile, recommended path, NPCs to talk to, items to collect, monsters to defeat, portals to use.

Use it to sanity-check that your game is actually solvable end-to-end.

15. Test player

The Test player runs your game exactly as players will see it.

Steps

  1. Open Test player. Build a party of 1–4 heroes by picking classes; reorder them to set the combat sequence.
  2. Move with arrow keys / WASD or the on-screen D-pad.
  3. Press E to search hidden tiles (works on the cell you stand on or any of the 8 adjacent cells).
  4. Walk into NPCs to talk, into items to pick them up, into monsters to start combat.
  5. Combat starts automatically when you collide with a field enemy.
  6. Watch the proximity highlights: yellow ring = visible item nearby, amber ✨ = hidden item nearby, cyan ring = NPC, red pulse = enemy. The Nearby strip below the map lists the 5 closest points of interest with directional arrows and distance.

Tips

  • Test after every change — it's the fastest way to catch broken portals or unwalkable starts.
  • If a Nearby entry shows ✨, walk within one tile and press E to dig it up.

16. Per-game engine flags

Engine flags reskin the HUD without writing code — perfect for tribute games like Zelda.

Steps

  1. currency_label — string, e.g. "Rupees" or "Gold". Replaces the HUD currency name.
  2. currency_icon — single glyph, e.g. "💎" or "🪙". Replaces the coin icon.
  3. display_hp — set to "hearts" to render life as Zelda-style hearts; anything else uses HP bars.
  4. hp_per_heart — number (default 4). How many HP one heart represents.

Tips

  • The pre-built Zelda tribute under the admin account uses all four flags — copy that game as a template.

17. Publishing and sharing

When your game is ready, publish it to get a shareable URL.

Steps

  1. Open Publish, give your game a public slug.
  2. Click Publish. Your game goes live at /play/<slug>.
  3. Share the link. Players don't need an account to play.
  4. Re-publish at any time to push updates — the slug stays the same.

18. Keyboard reference

Steps

  1. Arrow keys / WASD — move the party leader.
  2. E — interact, search hidden tiles.
  3. Enter / Space — confirm dialogue and menu choices.
  4. Esc — pause, close menus.
  5. 1–4 — quick-select party member during combat.

19. Your data and privacy

All content is stored in the project's managed backend (Lovable Cloud). Only you can edit your games; only published games are visible to other users via their public slug.

Deleting a game permanently removes its tiles, maps, NPCs, items, monsters and quests. There is no undo.