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Backgrounds

Lives in: backgrounds/

Places your story happens in. Folders and formats: Pictures, sound, and folders. Script sugar: Stage directions.

Pictures on disk

On diskIn the story
backgrounds/street.jpg[bg street] or [bg street fade 0.5]

Write the name without the extension. Formats: .png, .jpg / .jpeg, .webp, .svg.

Change place

[bg street]
[bg street fade 0.5]
[bg park slide_left 0.6]
[bg clear]
PieceEffect
NameLoad that picture
fade / slide_*How it enters (default for a plain [bg name] is a short fade)
DurationSeconds
clearRemove the background

As data:

{ "type": "bg", "value": "street", "transition": "fade", "duration": 0.5 }

value: null clears. Same-track music rule does not apply here — each bg sets the place.

Effects on a background

You can attach a shader (and optional parameters) on the background command. Leave the shader key out to keep what is there; set it to null to clear. Full shader authoring: Shaders. Sticky omit vs null: Sticky state and clear.

Command fields opacity, modulate, and visible set how the plate looks; live binds can drive the same look from flags — including image to swap the picture (same stems as value, under backgrounds/). Bind image swaps are instant; use [bg … fade …] when you want a transition.

Day / night from a flag:

{
  "type": "bg",
  "value": "street",
  "bind": {
    "image": {
      "flag": "time",
      "map": { "day": "street", "night": "street_night" },
      "default": "street"
    }
  }
}

Prefer a sprite/object for small overlays; keep bg for the full scene picture. Show/hide hooks on the command still work as elsewhere.

Richer rooms

Backgrounds that behave like multi-layer places (hotspots, room camera) are still early — In development. Ship with single pictures and [bg …] today.

Usually you need

WantWrite
Show a place[bg street fade 0.5]
Clear[bg clear]
Slide in[bg park slide_left 0.6]

Next

People on stage: What a character is · then Sprites and objects