Asset Types
When your project was created an assets
folder was also made within the project containing a number of subfolders for each asset type in your game.
MD Engine allows you to import assets directly from the engine window, this applies to all asset types.
Sprites and Background images can be imported as they are, but it is also possible to convert them to an allowed format. For more information on this conversion, check the Image Converter section.
Regarding Fonts, the can be loaded as-is, if you followed the font layout or they can be converted from TTF using the Font Converter.
MD Engine doesn't currently contain any ability to edit the graphics in your game directly, you instead can use your favorite existing applications and save files into these folders where they will instantly appear ready to use in your project. If you edit a sprite or background PNG file and save using an external image editor the change will be seen in your Project Window as soon as you switch back to it.
For background maps, you can do basic edits to them from inside the engine, for a better editing experience you can use the Tiled Map Editor, just be aware as stated here tile rotation is not supported, only tile horizontal and vertical flips.
While you can create graphics in any application that can output PNG files it is recommended to use Aseprite or Photoshop to create your sprites and UI elements then to use Tiled Map Editor to create your maps.
Each image asset type has a different set of requirements detailed over the new few sections of this documentation. You can select the default application to open when clicking asset edit buttons in the MD Engine Preferences window.
Sound Driver
Right now, we only support VGM or WAV files with the XGM2 sound driver, you can create them using Deflemask for example or any other tracker that supports VGM export.
There are plans to support other sound drivers in the future.