7.2 KiB
Stratego — Sprite Build Guide
Everything you need to build the art for Stratego. There are two separate deliverables:
stratego-pieces.png— the unit character spritesheet (the main job). ← this doc- One game-menu icon at frame 46 of the existing
game-icons.png(brief note at bottom).
The companion file sprite.md is the terse code-side spec; this file is the
artist-facing build guide. If the two ever disagree, the numbers here were read
straight from the running code.
1. stratego-pieces.png — quick facts
| Property | Value |
|---|---|
| File path | public/assets/images/stratego-pieces.png |
| Source file | public/assets/images/stratego-pieces.psd (keep, like other games) |
| Cell size | 140 × 140 px per frame |
| Layout | 6 columns × 2 rows, row-major (frame = row*6 + col) |
| Full image size | 840 × 280 px |
| Frame count | 12 |
| Background | Transparent (alpha) — required |
| Color mode | RGBA, 8-bit |
Phaser slices it on a fixed 140×140 grid with no padding/margin. Keep every frame inside its own 140×140 cell; don't bleed art across cell boundaries.
Cell grid (what goes where)
col0 col1 col2 col3 col4 col5
row0 [0 Flag ] [1 Spy ] [2 Scout] [3 Miner] [4 Sgt ] [5 Lt ]
row1 [6 Capt ] [7 Major] [8 Col ] [9 Gen ] [10 Mrshl][11 Bomb]
2. Frame-by-frame contents
The number is the rank (also drawn by code in the corner — see §3). "Qty" is how many of each piece are on a side, for your awareness only — you draw one frame per type regardless of quantity.
| Frame | Unit | Rank | Qty | Role / art suggestion |
|---|---|---|---|---|
| 0 | Flag | — | 1 | The objective; capturing it wins. A pennant/flag on a staff. |
| 1 | Spy | 1 | 1 | Assassinates the Marshal when it attacks. A masked figure / dagger / cloak. |
| 2 | Scout | 2 | 8 | Moves any distance in a line. A runner / binoculars / light recon. |
| 3 | Miner | 3 | 5 | The only piece that can defuse Bombs. A pickaxe / shovel / sapper. |
| 4 | Sergeant | 4 | 4 | Foot soldier. Chevrons (3 stripes). |
| 5 | Lieutenant | 5 | 4 | Junior officer. One bar / single pip. |
| 6 | Captain | 6 | 4 | Officer. Two bars / pips. |
| 7 | Major | 7 | 3 | Field officer. Oak leaf / higher insignia. |
| 8 | Colonel | 8 | 2 | Senior officer. Eagle / heavier insignia. |
| 9 | General | 9 | 1 | High command. Stars (e.g. 3–4 stars). |
| 10 | Marshal | 10 | 1 | Highest rank. Top insignia — baton / 5 stars / crown. |
| 11 | Bomb | — | 6 | Immovable; destroys any attacker except a Miner. A round bomb with fuse. |
A military-insignia style (chevrons for enlisted, bars/leaves/eagles/stars climbing the officer ranks) reads instantly and gives a natural visual hierarchy, but any consistent set works — these are suggestions, not requirements.
3. How the art is rendered (important)
The engine draws each face-up piece in three stacked layers:
┌─────────────────────┐
│ ① colored MEDALLION │ ← code draws this: rounded square in the
│ ┌───────────────┐ │ owner's color (red = you, blue = AI),
│ ②│ YOUR ART here │ │ with a lighter top bevel.
│ │ (this sheet) │ │ ← ② your frame, centered, ~78% of the tile.
│ └───────────────┘ │
│ ③ rank # top-left │ ← code draws the white number/letter on top.
└─────────────────────┘
So your art only needs to supply the character/emblem — not the body, not the number, not the player color.
On-screen sizes (so you know how much detail survives):
- The colored body renders at ~76 px square.
- Your frame is scaled to ~78% → ~59 px square, centered on the body.
- The rank number renders at ~17 px, white with a black outline, in the upper-left corner of the body.
Practical consequences:
- Reserve the upper-left corner. Keep roughly the top-left ~30% of each
frame low-detail / lower-contrast so the white corner number stays legible over
it. (Frames 0 Flag and 11 Bomb also get a corner letter —
FandB.) - Design for ~60 px. Final display is small, so favor a bold silhouette and clear shapes over fine linework. Build at 140 px native; don't expect hairline detail to read.
- Center the subject within the cell with a little padding (aim for ~10–15 px of breathing room to the cell edges so nothing clips when scaled).
4. Color & contrast — must read on BOTH colors
This is a single neutral set: the same 12 frames are drawn on red pieces and on blue pieces (the body color is what distinguishes ownership). Therefore:
- Do not bake red or blue into the character — it'll disappear on the matching body. Favor light/neutral fills (creams, golds, steel, parchment, off-white) with dark outlines.
- Owner body colors for contrast reference: red
#c2402f, blue#3f6fd0. Your art must stay legible sitting on top of each. - A consistent dark outline / drop edge around the emblem helps it pop on both backgrounds — this is the single most useful trick.
5. What NOT to include
- ❌ No piece body / frame / medallion — code draws the colored square.
- ❌ No rank numbers or
B/Fletters — code draws those on top (adding your own would double them up). - ❌ No red/blue ownership coloring — same art serves both sides.
- ❌ No face-down "card back" — the engine draws the hidden-piece back itself; this sheet is only ever shown for revealed/owned pieces.
- ❌ No background fill — transparency only.
6. Export checklist
- Canvas exactly 840 × 280 px, 12 cells on a 6×2 grid of 140×140.
- All 12 frames filled, in the order in §1–2 (Flag at 0 … Bomb at 11).
- Transparent background; no stray pixels outside subjects.
- Each subject centered in its cell with padding; top-left corner kept clear.
- Neutral/light palette + dark outline; checked on both
#c2402fand#3f6fd0. - Export
stratego-pieces.pngtopublic/assets/images/. - Save the layered
stratego-pieces.psdalongside it.
Until this file exists, the game is fully playable — the engine falls back to
code-drawn glyphs (a flag, a bomb, or the big rank number + unit name). Drop the
PNG in and it's picked up automatically on next load (it's already wired into the
preloader and textures.exists check).
7. Second deliverable — the menu icon (frame 46)
Separate file, separate sheet: the game-select menu shows an icon per game from
public/assets/images/game-icons.png (and its .psd), sliced at 44 × 44 px.
Stratego is registered as iconFrame: 46, so it needs a 44×44 icon placed in
that frame slot (row-major; with a 44px grid that's the 47th cell). Suggested
subject: a Stratego piece silhouette or crossed flag/bomb motif that reads at small
size. This is optional for gameplay but needed for the game to show a proper tile
in the menu.