(18May99) I assume that the graphic are handled by a graphic library such as Allegro (or XwinAllegro). Construction of player's grafic tile. Every base tile (f.ex. for every race & sex combination) is associated to 4 coordinates of where to put over the graphics for headgear, left and right hands wielded items and Footwear. (Armours and cloaks can be set too, but by now i dont want too complex items, after finished this i will add them) The aditional tiles are stacked over (assuming the use of masked bitmaps) the base tile (well, better use a larger bitmap with that graphic centered) and the final union is clipped to 32x32 pixels (or the size of your tiles) and stored for later use. (This is an ugly ASCII example, not well scaled) (The graphic for the boots must be clipped) +-------------------+ <- Base character graph. (Think | | in a brave warrior or a | 1 | mighty mage here) | | 1 The coords for head (the graphic | | for helm will be centered here. | 2 | | 3 | 2 Right hand (mostly weapon) | | | +---------+ | 3 Left hand | | | | | | | | 4 Boots | | 4 | | +----+---------+----+ | | +---------+ The tile must be redrawn (recalculate?) in the memory buffer every time the character change armor or wielded items or when is wounded (blood stains can be added) or somehow change of status (Polymorph anyone?), but the loos of speed is infimous, given the times that you change the status of the player is only every not soo few turns. Also, weapon graphics can be added an aditional parameter to handle the orientation of how the picture of the character hold the weapon, and then rotate the weapon graphic before make its merge (To advoid the feel that all characters are in "vogue"(?) ) This will make some "graphical" damage to our weapon tiles but ... (This idea is not tested yet by me) NPC graphics can be handled using a similar method, but an easier (and faster) one will be better. My dessing only uses weapons graphs and only for humanoid NPC. NEXT .... Palette and colour changes